The template should already have it in it unless you just upgraded from an earlier version (4.16, 4.17 had it i think), in that case you would need to use the OffsetTransformByControllerProfile node and combine it with the slot grip transform.
In 4.19 it can be automatic with the new settings in the motion controllers, I don’t intend to back port that to 4.18 though since it took some extensions to other classes.
if you load the profile then it should offset the grips for you when you hold an object at the socket then. There is no need for an offset when held outside of a socket as its relative.
Offset the spawn by it, the reason its not automatic is because I would have to make a custom game mode as well, also in multiplayer you have to query the client as to their offset before spawning. That being said the template does offset by HMD location, though it needs to have an additional delay for it to wait for valid tracking data in some situations.
Because you are on 4.18, you have to manually use the profile in 4.18 if you aren’t using the template (the template already implements it). You use the node OffsetByControllerProfile to alter the socket transform for the profile, the 4.18 template has an example of .
Hi every one! First of all, I’m really sorry to ask help for something as simple as , but I’m kind of beginner in Unreal.
I’ve been trying to install plug-in for the last two days at home, but it doesn’t work.
I did try to follow the step by step tutorial, but it seems that it is a bit outdated… I even got a few 404 error in the links. I installed Visual Studio with all the C++ plug-ins, SDK for windows 10 and the SDK 8.1 and I still get errors every where
I’m on 4.19.2. Anybody could give me a hand on ? :-S
When I package, the plugin doesn’t seem to be active. The camera falls straight to the ground and the game doesn’t start in VR. :eek:
Any tips? I’ve added the correct line to my project’s Build.cs, building the project’s solution in Visual Studio completes with no errors, and the package itself completes with no errors.
Lol I was like “Does guy think I’m some kind of amateur?”
The actual issue was I forgot to check on “Play in VR” :o
**Edit: **I have another strange problem now, I’m wondering if you might know anything about why happens. Overlap events don’t fire in a packaged game, with the VRRootReference querying Overlap and End Overlap.
I searched and found https://answers.unrealengine.com/que…and-build.html but with no solution, I’ve never had issue before in any previous projects and is a completely new project, any clues about why? Will do some further checks to see if it happens with non-plugin overlaps, to see if it’s a general engine issue or plugin specific.
I found my problem, I just needed to restart my computer once more and it worked… o.O
If you don’t mind thought, I would like to ask you a little question about the plug-in…
To make it simple, I’m working on my master degree and my project includes some specific locomotion. I’ve been able to make most of them by myself, but when I found your plugins, I thought it would probably be a lot better than what I would do! So, I would like to ask you if you would accept to be credited in my Memoir and, if yes, under wich name (your real name or your nickname!)
Also about my master degree, I’m currious, is there a “fly mode” in your plug-in? I didn’t find it…
Thanks again for your help even if I found a solution on my side! XD
And the VR Character is basically the full UE4 Character class, change the movement mode to “Fly” or my custom “LowGrav”. The blueprints for different movement modes are just VR specific implementations.