Well, I have made progress. I deleted all other trace channels in my project, and now gripping works. I’m gonna have to dig a bit to find which one is causing the issue. Thanks for help everyone.
Yeah it wasn’t in the 4.15 branch, it took a significant overhaul of how the character replicates so I can’t merge it back either.
You can use what the teleport function used back then the RotateAroundPivot node to achieve the same thing, it just takes more effort, search for it in the character to see where it was used.
I dont understand with search in character! what a character? in the 4.18 template?
yes, I think it is still in the legacy teleport nodes in there.
But is the node: https://.bitbucket.io/VRExpansionPlugin/VR/VRExpansionFunctionLibrary/nodes/RotateAroundPivot.html
i Found the node but its not in teleport function not in your 4.18 template not in the Epics Standard Teleport function! how i can use it now for my rotation?
should work, just set the delta rotations yaw to your turn increment.
https://i.imgur.com/4eiFa9k.png
THX For Helping me, but thi s not work for me its not rotate its move me Radom backward Left or right.
Ah, sorry, the default character setup in engine is to use ControlRotation, it overrides actor rotation, so the rotation is working correctly but its not applying.
You can either tick off UseControlRotationYaw on the character or do the below (I also removed the inverse transform and just got the camera relative location instead).
https://i.imgur.com/Iu8KVDz.png
Note that should be in a function and the NewLocation and NewRotation results should be set to local variables, otherwise the SetControlRotation node will re-call RotateAroundPivot ( is just how blueprints work). It will still work but its extra overhead, and if the calls were reversed (location second) then it wouldn’t work correctly.
Edit The later version of the plugin with my custom SetRotation nodes account for the control rotation already.
Perfect Thank You
I make now the VRTraceChannel and set it in my Controller to Ignore!
But where i can set thats the VRTraceChannel is the Capsule?
In the gripping blueprints there is a trace that uses it, you’ll have to re-link it since you migrated without having that trace in yet.
The capsules collision setup can be set to ignore that channel then and it wont be gripped.
Anyone knows if plugin works with 4.19? If not, any estmation when will be updated? Thanks like always.
It has branches for 4.19, but engine 4.19 is a preview build and in a rough state currently. I don’t create packaged zips of the plugin until the preview version releases.
You can feel free to download the 4.19 branch and play around if you want.
The same day that 4.19 officially releases the plugin will be on it officially.
Thank you very much for the answer.
How i can use in 4.15 two handed holding? with epics standard hands and Plugin VR Character?
Unsure of your question, you want to use epics hand meshes? Or their template setup?
No i use Epics standart template and your plugin in 4.15
Now i ask how i can hold a weapon or a mesh with two hands like the weapon in you 4.18 template!
Plugin changes
Added Controller profiles to the plugin.
See Post: [Controller Profiles](https://forums.unrealengine.com/development-discussion/vr-ar-development/89050-vr-expansion-plugin?p=1420415#post1420415)
Accepted Space Harry's VRMountComponent pull request (A turret like interactible component)
Due to waiting on the next 4.19 preview (getting some bad crashes on current one that gets in the way of working with it too much) I spoke with some of my discord members and decided on a quick feature addition that should make a lot of things easier in the future for plugin users, addition is in 4.18 and 4.19.
New Feature: Controller Profiles
As part of the VRGlobalSettings class (which I have been looking to expand on for awhile now) I have added Controller Profiles. These allow you to rebind Actions/Axis’s to different key mappings by specifying a profile to load in. Think of them like override mappings for the general input settings, anything you don’t specify will be left as is. Anything that you do
specify will overwrite what is currently set to that Action/Axis.
Generated documentation: VRGlobalSettings
https://cdn.discordapp.com/attachments/327889051430551553/407329146776322059/unknown.png
Generally the two functions that will be used most for it are below:
Load Controller Profile by Name: will load a specific controller profile and overwrite the axis/action mappings that match to the ones in the profile.
As well as setting the currently loaded offset transform for backend use.
https://.bitbucket.io/VRExpansionPlugin/VR/VRGlobalSettings/img/nd_img_LoadControllerProfileByName.png
Adjust Transform by Controller Profile: Uses either a passed in profile, or the currently loaded one to adjust a socket transform for snap grips. lets you just
load a profile and have the rot and lot offset to match the in use controller (ie: add a 60 degree pitch to vive wands or remove it for touch depending on how you set
your socket rotations. (will be added to 4.19 template).
https://.bitbucket.io/VRExpansionPlugin/VR/VRGlobalSettings/img/nd_img_AdjustTransformByControllerProfile.png
Add Secondary Attachment when using my gripping system, if you don’t want to use my gripping system then just use the basic form of a LookAtRotation node.
OK can you show me how?