Thanks @PenguinTD you can’t imagine how it is appreciated! The rapid turn around time is motivated by the strong motivation of converting/enhancing our DK2 experiences to Vive room-scale. That’s why I won’t be satisfied and will work like a slave until all features work 100% of the time.
It seems I still have some things to understand on how SteamVR is handled in UE4. Let’s say that there’s no withcraft into developing a character who can grab things and teleport on platforms on a standard port or even the DK2. Give me an hour starting with the FPS template and it will be . But for the sake of humanity, everything works differently with the Vive. As Yoda said, “You must unlearn what you learnt”. In the last few days in the office and at home I looked like a madman trying to grab an imaginary wand in front of me!
You’re right about the gates it’s exponentially more elegant and reliable than bools. However, it’s more rapid for development and debugging, at the cost of inducing itself bugs. I’ll try to banish them as well and redirect data through gates.
Sorry for the rapid development pace in the future I’ll announce on my next iteration date. I thought it would have taken 1 hour to solve the grabbing thing and finally it took me 2 full days to have a method which is randomly reliable.
@bitcloud1 I updated yesterday to 4.11.2, standard launcher. Don’t know if it still works, but probably, with .1 or .0. I’m too busy today but I’ll dive into it again and examine closely Penguin’s changes tomorrow night! Thanks!