Hey , first of all, thanks for putting this together!
I’ve been experimenting with different pickup systems and strategies, including 's great plugin (https://bitbucket.org//ue4-vr-grippable-motion-controller-plugin), and I just wanted to ask you a question about your implementation.
I see the way you’ve done it is by attaching the root component with weld enabled, and bumping up the linear and angular damping by a lot. This sort of gives it the same utility as a physics handle approach, but with late updates, which is great. But when I move a gripped object around, colliding with geometry, the relative offset of the attachment moves (as expected, to respect proper collision), but then it doesn’t snap back to the original attachment point, which is the behaviour I’m trying to implement (Sort of like Budget cuts does it, for example, where if you pick a mug up, and then collide it around, when it’s free to do so, it’ll snap back to the attachment point).
I was wondering how you’d go about implementing something like this… Updating the gripped component relative location each tick doesn’t really work, as it interferes with the physics calculation, and it goes bonkers. Do you have any tips?
Thanks!