mordentral
(mordentral)
October 4, 2020, 12:32am
4408
Hey, hope you don’t mind giving me a hand again. I’ve tried to sort out myself for a couple days and I’m running into a wall with the slotting system. Here’s my setup in C++:
RightMotionController->GripObjectByInterface(HitResult.GetComponent(), FinalTransform, **false**);
**The problem is that when I grip with code, the object jumps/snaps *towards *my controller for a split second, then flies away a few meters with physics instead of snapping to my hand. **I have a VRGripP1 socket set up on the grippable static mesh, and it’s inside a BP based on the GrippableActor class. I wanted to figure out myself but I thought you might be able to quickly spot my mistake. Thank you!
That quoted snippet should be TRUE for the boolean, its been made into a relative transform so it needs to be listed as already relative, otherwise the gripping function will attempt to make it relative.