Pushed a new commit to both repositories (for 4.20), pre-compiled binaries will be generated tonight since 4.20.2 just came out.
Plugin
Added GripScripts fully into the master branch with four reference c++ implementations
GS_Default (default gripping logic)
GS_LerpToHand (lerp initial grips to the hand)
GS_InteractibleSettings (Functions like the removed InteractibleSettings options)
GS_GunTools ( Currently unfinished set of tools for advanced gun interactions)
Removed rollback on custom movement modes
is to remove "climbing mode" hanging in place and seated mode issues.
Really only an issue in really high packet loss situations, but wanted to cover it.
Also added a GetReplicatedMovementMode function that returns the current Conjoined movement
mode.
Set OnClimbingSteppedUp to a BlueprintNativeEvent so that c++ users could use it.
Set GetOpenVRModelAndTexture node to not fail out if a texture is missing and to just pass out a nullptr now.
It was failing on Knuckles Left controllers as they are missing a texure in full model mode from the OpenVR
RenderModels api.
Corrected an oversight with the new OnDropped event on the motion controllers having a possibly stale variable (thanks SlimeQ)
Template
Re-wrote how the character / player controller is initialized to be far cleaner.
Added Knuckles EV2 default controller profile and changed some of the character logic to check for it in OpenVR.
Changed the FPS test pawn to load its profile in a different area
Removed a corrupt BP and prepped everything so that packaging with PackageAllDirectorys works without issues on the template.
Removed unused content that was just bloating the repository (left over EpicVR template content)
Reference BP Grip script will be coming later.
Changed Sedan actor to use a Boxmesh around it for the navigation modifier.