Yeh. Leaning has always been dodgyin all vr. But i can look up whether or not i can turn on and off a collision channel mid game. If that works i can alow climing thru scene objects but not the world floor or environment walls. Then i can climb over the top of stuff a bit easier.
Speaking of which
? Is there a way to add collisions to my character that prevents movement other than my capsule. It would be cool to make the body smaller and not be able to phase my head into walls.
No, it is actually a significant level of overhead to perform the movement logic with more than one sweeping body. There is a reason characters in pretty much all games use a singular capsule for performant movement. Adding another one is a significant overhaul of the character movement.
As mentioned previously, I had a working method (the comments are still in the code here and there), but it was too expensive and hard to work into multiplayer character movement cleanly.
Also yes, you can turn off channel collisions at will on the pawn capsule.
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.