First of all this is amazing!, been having a look at your plugin for the past couple of days trying to understand everything and it looks like it could fit all my needs!
However, I’ve been trying to do a bow using the example project and the grippable skeletal mesh and I’m running into an issue! hopefully somebody here can point me in the right direction :). For reference, what I’m doing is very similar to this GitHub - Pinworm45/SyntyBowVR: VR Template with interactive Bow using the Polygon Bow from Synty Studios. UE4 4.21 just trying to build it using your grip skeletal mesh class.
My bow can be gripped with both hands, the secondary hand will attach to a secondary socket and then on tick I’m using the relative location of my motion controller to blend between two animations (moving the bone and the secondary socket my controller is attached to). Everything works except for the fact that my hand (both my mesh and the overlap collision althouh my motion controller seem to be where my real hand is) get stuck in the initial location of the grip and never update.
Ideally I just want my hand mesh to stick with my motion controller, I’ve been messing around with the settings but haven’t found a way to do it. Also been debugging the code but can’t really find the place where you update the secondary attachments, since as far as I can tell get stored in GripInfo->Secondary … but the HandleGripArray function that gets called every tick only seem to update the main one?
I’ve also tried to just override my way through in BP directly, like trying to set the location of those components on tick and stuff like that but not much luck. For reference these are my settings:
Finally, worth mentioning that I’m testing this on a single player environment. Networking will come later
Thank you again!