VR Expansion Plugin

The template link has all of the blueprints in it for the demo download (demo is just a packaged template).

For the simple character, it follows all of the normal collision rules for a pawn, so you can simply turn off collision on the pawn channel for something.

I don’t implement faked “leans” with overlap distances because I don’t like the concept generally (tends to result in players just walking that much farther instead of “leaning”), but you are free to have a collision sphere on the HMD and check for the distances yourself and warp the player back if they penetrate too far if you wish.

The VRCharacter (non simple) also has the added option of a neck offset (can get closer to objects) and freewalk when not using locomotion.

There is also of course vive tracker support as well but being developer only at the moment and confirmed dead on gen2 for currently sold ones I wouldn’t bet too much on them yet.

That would be correct, you can manually grip any object by calling the function, but if you are working off of the template then the cleanest method would be making a weapon base class from a grippable mesh. is because the template character has a ton of checks and balances that it runs with grippable / interfaced objects. You could also just implement the interface in any object even if it isn’t one of the grippable base classes but it would involve more effort generally due to having to overload the interface functions.

If you are just using attachment for your object holding instead of the plugin grips you are free to have a boolean for each hand “Is holding” or something of the sort and just end the climbing check early if true.

Regardless for the holstering itself, you shouldn’t have to do custom logic on each object, Base class “Weapon” with child “Weapon.HolsterHeld” and implement the holstering logic there, then you can freely make further children like “Weapon.HolsterHeld.Pistol” that just has different mesh and properties but doesn’t have to re-do all of the holstering and base weapon logic.