As the Weapon Master VR Dev, I would like to comment on ; the reason I did things the way I did is 1.) I am not yet comfortable with interfaces coming from an inheritance background and 2.) I didn’t want to “Copy” anyone’s logic and get in trouble (really worried about all the time). I assume for me to do what you wish I would have to make all of the events that pass on to the weapons generic and in identical to yours? What about variables passed through that you don’t current pass with your grip logic? I am actually looking at changing to interfaces when we do our multiplayer update (version 2.0) later year. When we get around to that would you be willing to help test the integration? I may even look into it for version 1.2 (1.1 is too close to being finished and released to go back to the drawing board).
I have mentioned in our thread that the best (current) way to combine Weapon Master and plugin is to uses plugins locomotion and our grab/weapon logic. I would like to make it clear that we have NOT integrated The OpenVR Expansion Plugin into our internal Weapon Master builds yet. Its something I really want to do but with about 20 features currently on the list of things to add, I simply haven’t had time.
Thats said our actual game will be an amalgamation of WMVR and OVREP. Your locomotion is just far superior to ours due to the hoops we had to go through just to implement the stuff we wanted through blueprint (Yay c++).
I think my biggest worry is to “step on your toes” in some way but if peeps really want it I am willing to make big changes to what we have to make it better. Including your idea for generic interfaces.