[VIVE] - and probably occulus - VR intereractable physic objects

Hi guys,

yeah, I can imagine it’s a bit confusion. my plan was to make a tutorial video for the marketplace… but for now we should go for some screenshots :wink:

  • your mesh has to be modeled Z-up and with its pivot point centered to the world
    a1112b807b8c70d01daff3723037c80f3c3fbc94.jpeg

  • import in the engine
    200add16bacb879fab631aee223bafbb791ede49.jpeg

  • in order to be grabbed, your mesh must have a colision mesh. Custom collisions are probably the best way to go, but you can give a try to the auto collision mesh generation

  • drop a blanck BP_InteractableActor in your scene

  • select the type of motion (rotation or translation)

  • set wich mesh/material will be used by the interactable actor
    61d877f8c42916fd6a90a4ad90fff90460a2df89.jpeg
    44f3c85c80ba9203a43735e3c9ff8aea2c845f58.jpeg

  • in case of a rotation : the red arrow is for the rotation axis, the blue arrow is the default position, and the green one is the limit position
    ef2ffcb58f67a4c7e9b27a5c475b03ed0e6efb8a.jpeg

  • in case of a translation : the blue arrow is for the translation axis, the red arrow is the default position, and the green one is the limit position
    31ad48419aa6e96a32cc8e8fc2a808a26e40be1b.jpeg

  • if the limit is set to zero : no limit

  • if rotation the limit is expressed in °, if translation limit is expressed in cm.

auto return and physic feature are pretty much self explanatory

I’ll make another wuick tuto for the linked and attached to feature :wink:

I hope it’s gonna make things easier to figure out.

cheer guys