Ok I am struggling through trying to patch together multiple tutorials and take bits from each and come out with the result I need but so far I am not having luck. I was able to recreate the blueprint from the twitch broadcast about motion controllers and I could then pick up and drop snowballs. (Throwing snowballs is the point of this blueprint) The guys in the twitch broadcast added an impulse to speed the throw upon release as they were turning off physics when attaching to the controller and then reinitializing the physics upon dropping it. I don’t really like the idea of that for my project and I would much prefer to maintain the physics during the motion of throwing the object as it should then feel much more realistic that the snowball uses the force and trajectory of the throwing motion to speed it on it’s way (or to lob itself lightly or whatever the particular throwing motion created by the user is.)
Anyway I am fairly sure it’s possible (the zombie trainer game on Steam VR that I have played a lot of already seems capable of throwing grenades and meat and various physics objects fairly naturally though I believe it was created using Unity.)
So my current blueprint is attempting to create a physics handle on the hand controller and store it in a variable and then use the grab component node to attach it to my hand collision object.
I have tried various ways of attaching these nodes and using different variables and such. Honestly my brain is starting to melt right now and I figured I would reach out and see if anyone feels like saving me some pain. I have also been watching a couple of youtube tutorials about using physics handles and those seem to give the behavior I want but I was trying to merge them with the motion controller demos since there are aspect of that that I prefer. Oh and another difference between my method and the physics handle tutorials I found is that they are raycasting to find the pickup object and I chose instead to use an “on overlap” with my hand collision object/trigger to signal an object as being in range to pick up.
I think this might be easier if I more thoroughly understand the Physics Handle Component and the Grab Component nodes and what they require. My instincts from watching the tutorials tell me that the Physics Handle Component is like a position constraint in Maya but I guess what I fail to understand is how to hook it up to something in the chain of nodes in blueprint. How can I tell UE4 that upon overlapping a physics object and pressing the controller button that I want to create a handle that tracks with the position and orientation of my Vive controller and then when release the button it will release the physics handle and let the physics take over to let the inertia generated from the throwing motion propel the object along it’s course. I am fairly certain my problem is somewhere with making the handle follow the controller. How to I get it to parent to the node I want it to track?