Added a new COM (center of mass) calculation / setting setup, this fixes some weird engine interactions with how
Epic intended that you set COM and welded attachments (it doesn't work correctly with welded children).
Patch notes here: [https://vreue4.com/patch-notes?secti...-change-5-8-19](https://vreue4.com/patch-notes?section=com-setting-change-5-8-19)
Hello, would you mind if I ask you a question?
In single player mode, the player can click on the widget blueprints with ray, but if it is multiplayer, the ray will not work on the widget. Do you know why?
I realized today while helping someone debug their sword collision that I had never gone over the constraint differences in a video or text format.
Made a quick demonstration video (even though my voice was out, the description text has my notes).
has anyone tried the plugin over the internet?
I don´t know how to start a server and to join.
One of us pushed the button host and the other tried to search for the server.
In our Office we found each other, but not over the internet! Is there a trick for a multiplayer game over Internet?
I also was confused by this when I started using the plugin. The plugin is super good and has a ton of features but the documentation is lacking. Searching in this thread is the best thing I’ve found to do if you are stuck.
Assuming you are asking about the example map, yep it works over the internet. The server browser thing uses the Online Subsystem Steam and sessions to operate. I believe you need to be logged into steam and friends with whomever you are trying to play with then it should function as you expect, ie one person hosts then the other tries to find.
If that doesn’t work then you can try a packaged build, I vaguely remember reading something in this thread about the online subsystem not working in editor. I could be wrong about this. What I do know is that 100% you can connect over the internet with packaged build as I was doing it last week. I can’t remember whether it worked in editor however.
If you still can’t get it to work you’ll have to wait for the king himself
I answered your direct visitor message about this already if you want to go read the response.
Technically the sessions stuff is totally separate from the VR Plugin, which would be why there is no mention of it in the plugin documentation. I just package my Advanced Sessions plugin in with the template to handle the steam sessions testing in the example project.
Looked through the docs, the install, etc. Added in a VRPlayer (tried Base, Character, Simple) and nothing happens. No controls, not tracked controllers, no movement, no nothing. 4.22, using the 4.22 binaries, compiled in VS just fine, auto-posessing player 0, getting nothing.
With grip scripts? No? That is an animation procedure. You could make a grip script that traces the held object and passes the information out to an animation instance and that would work, but you won’t be directly posing bones in a grip script using a standard skeletal mesh.
It also wouldn’t be best in a grip script in the first place, you can bind to OnGrippedObject on the controller itself and handle logic based on the position of the hand relative to the object if you want a fully dynamic grip. If you HAD to have it in a grip script I suppose that you could make an “animation Pose” script, get the list of scripts OnGrip on the controller side and find the first animation Pose one, then retrieve the animation or data from it.
You could also run default poses and blend between them and handle it with an interface or any other method.