(I tried “thread search” but didn’t find anything that matched).
tl;dr RR-like equippable/holstered items (weapons, and locomotion items) and climbing?
Is it correct to assume one of the best ways to do is: Just create a Base Actor (similar to the Gunbase in the template, where it’s got a VRGripInterface and Gameplay Tag Asset Interface) and then create children of that (with custom logic) for each holstered item?
Notes:
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In the Player BP I need to know which item, if any, is in each hand because pressing thumbpad while its equipped will automatically return it to the holster it was removed from.
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All of the equip-able items are skeletal meshes. And depending on the item the motion controller buttons do different things. (I need the trigger axis value on each motion controller; there’s a shoot threshold, and the gun can be charged, so I can’t use the USED event from the interface)
Background:
I started with a blank VR Character, and copied over the grip/drop and climbing logic over from the template pawn. Equip/Unequip is currently done via thumbpad press. And all the equip-able item logic is handled in the VRchar BP (all the meshes and stuff for those items is in the player). It’s getting really messy. Climbing works, but it works even when things are equipped, because the items aren’t using anything from the VRExpPlugin.
Thanks and sorry for the stupid question.