Thanks,
Yep the lever can be pulled, source is available here if you just want to have a look
As for multiplayer it’s all about replicating really, I didn’t include it in the book as replicating motion controllers well really requires c++ and I wanted the book to be blueprint only. The IK stuff can be harder to replicate but as long as the motion controllers and HMD are replicating properly not much work needs to be done
I have a noob question about : converting mesh to Teleport Area Blueprint.
You said “just a note you’ll need to make sure allow CPU acces in enabled in the static mesh its self” but I don’t understand what is it ? and where I can find it ?
In your example project if I create a new “teleport area” and I put “SM_DemoRoomL” in the slot “mesh to copy” : that’s working.
But with other object that doesn’t work. I don’t understand what is different between this two objects ?
Sorry for my bad english
Thanks a lot ! and all the community too
Edit: sorry for the useless post ! I find by myself.
I’m learning a ton looking through your methods. Thank you for being such a generous member of the community!
I am confused by something though. I thought I’d start by deconstructing how you’re getting the virtual keyboard to interact with the web browser - but I can’t see how the data is getting to the web browser. There’s no interface on the web browser actor, and no blueprint. I see that the keyboard widget sends chars (and shift/backspace etc), but how is the web browser receiving it? I thought it perhaps the browser was assigned to the OtherWidgetInteractor component in keyboard actor, but I don’t where it that variable is set other than in the TraceDown function.
I’m trying to recreate your BP_WorldInteractionPawn in default motioncontroller blueprint from unreal. It detects my grab sphere but I cant still open the door when I press the grip or trigger. I’m using all needed blueprints just want to replace world interaction pawn with default one. Is it possible to do this ?
Update!
I just delete all node comment sections in BP_motioncontroller and left world interactor pickup nodes and Setup World Interactor nodes in, but unfortunately I still cant grab a door or a level.
Hello, how to fix this errors in default map with BP_InteractiveStaticMeshActorConstraint
Warning Constraint in ‘/Game/Maps/UEDPIE_0_VW_walk.VW_walk:PersistentLevel.BP_InteractiveStaticMeshActorConstraint10.PhysicsConstraint’ attempting to create a joint between objects that are both static. No joint created.
I have wrote this message to author long time ago, but he seems not developing this assets anymore.
There are new features coming out in 4.17 with third person camera view, to capture Mixed Reality videos. Does anyone know about similar to this asset which is currently in active development, not abandoned?
Been using the template for a while, man it is great!
Quick question: I’m using a modified version of the drawer setup in order to move an object on all 3 axis ( or 2 ) and I would like to also implement rotation…right now I’m rotating the object via UMG in VR, using a slider which is set to the object rotation Z float value, but is not the best solution.
How would you go into the combining the drawer with the door BP? Just combine all the functions together ( on drag, drag, event and so on ), or is there an alternative solution which could be a better choice?
PS: I’m not using physics on the BPs, so every time the object is moved, as soon as the grab ends, it stays in place
Hey ! First of all, thank you very much for these examples. I also bought your book and loved it!
Quick question in regards to two handed gun use. I can’t, for the life of me, figure out how the blueprint determines where in space the support hand locks to near the grip. For example, on the model I’m using, the foregrip is just a little lower on the gun model than the primary grip. How would I go about lowering the hand’s attachment point on the foregrip? I’m probably missing something simple, but after spending a couple hours banging my head against this, I figured I’d just beg for help.
This looks awesome!
1 question.
You said: “headset agnostic”. Does this include mobile too? Like being able to have vr, without using google cardboard?
Edit: Ended up getting it sorted by changing the tan2 and adding a *-1 to fix up some incorrect rotation.
Hey there. I’m trying to turn the Lever into a Joystick inside a vehicle and I’m having a hard time.
I copied your code exactly in the lever, minus the stuff that resets it, but it’s just not going the right way. I’d take a picture but it’s literally the same stuff in the On Drag section of the level, the only difference is I get a scene root world position instead of actor, as this is inside another actor. This scene should be the same as get actor transform on the level though so it should be the same… The rotations and locations of everything is the same as the lever.
Has anyone figured out how to add two examples into one blueprint? I need to interact with something that has pitch and yaw. The door example is great, it has the yaw and is working well in my scene, but when I try to add some pitch functionality to the next scene component down in the hierarchy, nothing works. It’s basically a mounted machinegun, it pivots up and down, side to side…my whole game hinges on this one thing.
How can ich change the button for pickup objects in this project? I want use the trigger button instead of the grip button from HTC Vive motioncontroller. I find the Blueprint with Right and Left Controller but i dont find a way how i can change. Can someone help please?
So I accidentally broke the project. I moved the items from the blueprints folder (theres an enum, a struct, and a function library, full disclosure, I do not know what these things are) to another folder.in a lot of the tabs under the BPFL VR function library there are make and break struct nodes that are now labelled make <unkown> struct or break <unknown>. How can I put everything back to where “it” knows what its looking for again?
I figured it out, and this is what i had to do in case anybody does this. There is a custom struct set up called sQuat. When I moved stuff around the BPFL VR function library lost track of that struct and any inputs or outputs on functions that were looking for squat reverted to just regular structs, and any make or break squat nodes reverted to unkown struct. So I had to take all the inputs and outputs on these functions and set them back to sQuat, then rewire the broken make and break nodes to where they were before. I did that, and all the class blueprints that depended on those functions compiled correctly.