Hey .
I’ve been working with the last 4.15 compatible version of VRExpansionPlugin, and wanted to bring up a couple of requests while you’re working towards the 4.16 release:
- I finally got around to using the YawTolerance property on UParentRelativeAttachmentComponent, and found that it didn’t work as I expected (I just had the wrong expectations, that’s all). It appears that YawTolerance causes the component to snap rotate to its value, like a polar angle grid. What I was hoping it would do is stop the component from rotating while the HMD was within a YawTolerance pie wedge, but then rotate with the HMD once the HMD goes outside of wedge. Like the HMD is pushing up against the wedge’s wall, forcing it to move. And when the HMD rotates in the other direction, the component doesn’t being to rotate until the HMD pushes up against the opposite wall of the wedge. Hopefully I’m explaining well enough.
would allow for some free movement of the HMD without impacting the UParentRelativeAttachmentComponent yaw, but once the player really starts to turn, it drags the UParentRelativeAttachmentComponent’s yaw along with it.
- I’m mainly using C++ while working on my game, with minimal Blueprints. There are a lot of great events defined in VRGripInterface.h such as OnGrip(), or OnSecondaryGrip(), but they are defined as BlueprintImplementableEvent. It would be great if all of these events were moved over to BlueprintNativeEvent to match the rest of IVRGripInterface, as I could then make use of these events from C++. I know is a breaking change for anyone that is currently using IVRGripInterface from C++ as they would have to implement the event stubs to recompile. As we’re currently in the transition to 4.16 with VRExpansionPlugin, hopefully would just be a minor annoyance compared to the benefit.
I’ll likely get around to both of these myself eventually, but it would be great to get them into the mainline plugin if you’re still looking for suggestions.
Thanks for all of the hard work!