VR Expansion Plugin

Pushed some changes

Template Change Log



**11/19/2016**- Fixes

Fixed Hover DPad mode using incorrect comparison operators

Changed gun to have a grippable collision box on top instead of mesh.

Changed drawer example to have both physics and interactive examples.

Tightened up trace sphere to make gripping easier

Grip trace now traces against complex collision to further increase grip accuracy.

ConvertToControllerRelativeTransform node in pickup testing now being passed in to be gripped item to check for rotationless interactive settings in order to get a modified transform.

Fixed issue where since the stopper was parented to the flask on initial grip it could turn gravity off on the flask.

All interactive objects with a locked linear path updated to use rotationless grip for more accurate useage and a better feel.

NEW VERSION REQUIRES REBUILD DUE TO PLUGIN CHANGES



Plugin Change Log



**11/19/2016**- Fixes

Added method for rotationless interactive grips, requires use of the ConvertToControllerRelativeTransform node on client side if networked due to not wanting to bloat the gripping struct any more.
Works without the helper node if single player.

Added grippable skeletal mesh actor/component.

Changed server side physics to correct a bug.

Removed all instances of Interactive Component/Actor from grip target and grip target enum / interface, is not actually needed.

Grip Actor/Component/Object now checks if object is interactive and uses rotationless grip, if true and not a socket grip or already relative transform it will adjust the transform to remove 
the controllers rotation on grip.

If the transform is being passed in as already relative (client to server for example) it will need to use the ConvertToControllerRelativeTransform node with the object passed in to remove 
the controller rotation from the relative transform. Otherwise interactive actors with rotationless grip won't work perfectly.