Wow, that was it! I tried around for hours, even changed to a pc with different admin rights, but it seems as if my path was always too long. I didn’t suspect at all since I’m only a few folders deep, but it works if I try the same steps directly in the D: folder.
Thank you so much for your help! I’ll try to play around in the scene now.
Its one of the hold overs of the OS that people keep running in to, the warnings it generates are really obtuse, think you are the 5th person where that was the problem.
Sorry if my problem will seem obvious, I just started to use the template and I have a lot of things to discover.
So I created a C++ project with the plugin and I imported the assets from the template example level. Everything works fine
for the movements, teleportation etc…
But I can’t grip anything. I just tried to test it with a BP_PickupCube instance and it doesn’t work at all. When I dug into the blueprint
code itself, I found that in the function GetNearestOverlappingObject called when trying to grip something, the nearest object found is
always… the Vive pawn itself! I really don’t understand why, especially because when I directly test the example project it works perfectly.
Hi,
Thanks for a great plugin - certainly puts the default VR template to shame!
I’ve been fiddling with the teleport system to ignore the nav-mesh, and to instead consider any static mesh surface with less than a given inclination to be a valid target.
means that you will often not have a valid target (unlike the original system which pretty much only had no target if you aimed off the edge of the world).
is fine - I’ve tweaked things so that the beam arc is still shown whether the target is valid or not (but the destination cylinder isn’t), so you can see where you are hitting.
All pretty simple stuff, and so far so good.
However, when the target isn’t valid, I’d like to display the beam in a different color.
Should be simple, surely…
I see that M_SplineArcMat is the material applied to the arc, but I’m still in the early days of Unreal, and I can’t figure out where is actually applied.
The arc mesh appears to be made of BeamMesh instances (which has a default material applied).
If I select M_SplineArcMat in Content Browser, then right-click ‘Reference Viewer’, it says that it is used by BP_Teleport_Controller, but I cannot find where it uses it.
I must be missing something really simple, but I’ve been searching for ages and just cannot find it.
Can anyone give me a nudge in the right direction, please?
Well, the gameplay tags were the problem. I didn’t forget to import them but I did it after the blueprints, so they could not be set up. I specified them
in the pawn blueprint and now it works perfectly. My bad !
ok so i have a strange bug. i had had a project… have issues. so i rebuilt it from a fresh template and migrated custom content over.
im not sure that that has anything to do with it. and ill explain why, but im not sure what the problem could be.
from point forward every gun i spawn in a world. original code or my edited code. doesnt matter. when i pick it up it points strait down. previously placed guns work fine. even the migrated ones that are custom. but newly placed does not.
have you ever seen , and do you know how to fix it
When function eventually calls GripComponent it passes NAME_None as the socket name. I needed to add an optional socket name parameter to function and pass it. Now grips at the socket location.
I create a BP that inherits a grippable static mesh. The secondary grip event wasn’t being fired. In other functions you test for the interface on the component and if that fails you try on the Owner. I added that same pattern here. Now works.
Hi,
i just tried it for 4.19. But somehow the plugin is downloaded for 4.18 (https://bitbucket.org//vrexpansionplugin/downloads/). And when i open my 4.19 project, the plugin shows 4.18 indeed. And i am not able to get the whole map in the project. It just opends as a blank project. I can remember that the first time i did , that your whole example project opened. Do i make a mistake?
it was socket. it was rotated 70 degrees down. strang. it looked like it before. but i may could have messed it up. even though i really dont know why i would have touched that setting or why it only struck new instances with that issue.
Took a pass over the capsule height replication, had to fix it for simulated clients Also wanted to clean it up and its use.
Moved the VRReplicateCapsuleHeight boolean to the character instead of the movement component as it makes more sense there.
Use SetCharacterHalfHeightVR() node to properly set capsule height for replication.
If you only need two states, crouch and standing, its better to still use the Crouch commands as they are more efficient
Hi, thank you for plugin, is really awesome. Is there a way to make the object you grab collide with environment like walls and block the hand? like when you grab the disk of echo arena or a part of the robot of RoboRecall ? thank you