VR Expansion Plugin

Hey there, back again with another question, still can’t comment too much on the added back inherited “Mesh”… But i did notice rotating them -90 seems to cause issues with other meshes that are also attached to the same PRC.

As for the question… here’s a small video example of the issue…
Im not entirely sure is solvable, but maybe it is… Tinkering with the Replication Type under grip settings seems to do something, but not much…

[video]https://streamable.com/chcoh6[/video]

The first part shows what the physics body looks when its being dragged by the capsule as the Server is the player… Second half shows the same case, however as the client joining with 100-200 simulated ping instead, thus a weird “drag” problem arises…

It seems, as the character moves, (pelvis is kinematic to PRC) the physics/simmulated parts of the body get stuck behind, and dont catch up until the “server” version of the Character/Actor has caught up as well… At least is what it seems to look like it’s doing when both screens are placed side by side. These are both using VR Base Characters, and the Character Meshes are the uGrippableSkeletalMeshComponent attached to the PRC. I haven’t tried with the default Inherited mesh yet, as I haven’t switched that to the Grippable one instead yet.

Seems like a strange thing to try and solve, but setting up non Vr characters way allows the VR player to posses anyone and control them and their related functions which is somewhat core to our required gameplay, especially in multiplayer. Let me know if any solutions come to mind, anything is always appreciated as usual.