VR Expansion Plugin

All time I’ve been seeing mention of grippable mesh. I thought it was in reference to any static/skel mesh that could be grabbed. I just now realized it’s an actual component/actor type. Thanks! I’ll get my feet wet with basing children off a GrippableSkeletalMesh Actor Base Class.

Got it. That makes sense. I manually copied over almost all the gripping/climbing logic, so I’m aware of all the checks. It is indeed a ton. I think it’d be best to not add any more checks to the gripping/climbing. I’ll stick with your first suggestion (using GrippableSkeletalMesh Actor for Base Class).

Btw, I didn’t see much, if any, info on bitbucket regarding grippable Skeletal/Static mesh components/actors. You got all kinds of secret stuff in plugin, it’s ridiculous.

I’ve recently had bad experience working with embedded inheritance actors in RR mods. It’s made me lean towards just inheriting once. By custom I was more or less just referring to gun logic VS locomotion logic. I’ll rethink my approach with “Weapon.HolsterHeld.Pistol” in mind. Or maybe HolsterHeld.Weapon/Tool.Pistol-Lasergun-Rocketlauncher/Rocket-Parachute-

Thank you very much for your time! Extremely appreciated!