1: You can disable collision by either ignoring the collision channel that the object is in, having the object ignore the pawn collision channel, or by turning on WalkingCollisionOverride.
WalkingColllisionOverride sets a seperate collision check when walking in roomscale as opposed to locomotion movement, so you can say, ignore pushback with walls when walking around, but keep it for locomotion.
2: That is kind of gameplay oriented, its literally just an AttachTo node / Detach node. I am not aware of anything specific that I could bring to that outside of an abstracted “socket and bolt” system that is simple to setup and better off made custom in the first place.
I did add some adjustments for in engine attachment to the components and actors that I need to write about somewhere, there are some multiplayer bugs with attachment that I worked around for plugin users in my discord and haven’t done a tutorial video or write up about yet (maybe weekend?).
2.Ps: The template is primarily there to show how to implement plugin features, I reaaaaally like to avoid putting too many gameplay elements into it for several reasons.
- The Matrix Problem: I can’t anticipate every requirement that a game system would need, say if I commit to a gun system then I have to make it generic enough for any gun, and expandable, it is a project in itself to do correctly. Not to mention that there are several marketplace options that I would be shoving around by doing so. If there is an implementation available I would prefer to spend my time somewhere else, I was letting gesturing ride even because the marketplace option is capable, I only ended up implementing it because I felt I could solve some issues and bring some things to the table that other options didn’t. VR is considerably more open ended than most game platforms, I feel that a solid and generic as possible back end serves the greater good more than a well rounded but limited front end.
- Maintaining: Full game features have to be maintained, is just adding on to my limited time to support things that don’t technically have a place in the plugin.
- **Overbloating: **The plugin is already massive, the template is already massive, the more I add to them the harder it is to use or modify them to suite a custom purpose, I feel that I already should be pruning some things instead of adding new ones.
- **The Unity Problem / Setting a standard: **I don’t want to help a bunch of games use the exact same mechanics with the same feel to them, it stagnates progression and lowers creativity.