When you join as an FPS pawn correct? I made the characters be rotation authed on the server so that rollback works better for VR characters (the offset means they work differently than std engine characters).
You need to follow the last step of the migration guide from 4.18-4.19 to fix it (FOR FPS PAWNS ONLY): https://bitbucket.org//vre…19%20Migration
is already pre-set in the latest template but you are working off of a very old version.
Also I would suggest you follow the migration guides in the future.
As for 4.19 - 4.20, the migration requires no real special effort aside from the Interactible settings being removed.
Hi . In my prototype for a game I have a spline that I am attempting to use a timeline to move the player along (like a rollercoaster). However, when the timeline ends, currently the player gets sent back to where they started, which I don’t want. only happens in VR, as the FPSVive_Pawn character exhibits the behavior I want.
I was wondering if there was some sort of behind the scenes system in place that is causing position reset to happen? I tried turning off the Tick Events in Vive_PawnCharacter but the positional reset still happens.
There is nothing special to the VRCharacter that should do that, how are you moving them? Manually? You need to be sure that you set movement mode to None or Custom if you are going to be manually moving a character, otherwise you will be fighting whatever the current movement mode is. You can also turn off ticking on the movement component but that is less clean.
Its possible that the FPS pawn is receiving no input so the movement mode doesn’t process anything, however the VRCharacter receives vector input from the HMD movements and may process step up events and blocking during your custom spline setup.
Edit I’ll note that I wouldn’t expect a teleport back to the start even if you have a movement mode running, but I don’t know what you are doing specifically.
You can try throwing in a RegenerateOffsetComponentToWorld call as well, however that is automatically done when the capsule is moved so it shouldn’t be required.
With the change to the movement mode none in the character movement component, the Vive_PawnCharacter now stays in the correct place. However, its rotation still resets to the direction it was facing when it started. Is there a way to set a new “forward” direction for the headset?
The way I’m moving the Vive_PawnCharacter is with a timeline tracking alpha between 0 and 1, with a [Get Transform at Distance Along Spline] node and a [Set Actor Transform] node, in blueprints.
Not quite sure what you mean, if you are looking for examples they are in the Example Template download link, if you add just the plugin by itself you just get the base classes and backend, none of the sample content.
Updated to 4.20 - Vive_PawnCharacter is dirty in the example project and upon compile, gripping doesn’t work anymore. I’m trying to track down why but it could take me some time.
Edit: Actually it didn’t take that long. In “Handle Grip or Drop” section on Event Graph, add “GripType.OnTrigger” to the Is Gripped branch and “DropType.OnTriggerRelease” to the other on the Relevant Gameplay Tags node.
Would be good to clarify in-case I’ve missed something.
Ah, then you also need to copy over the config files, or at least set the gameplay tags container manually. Its not currently using the example gameplay tags container.
somebody asked about a while back but i cant find it.
the player physics kinda have almighty domination of physical objects. say if i have a physics box. i can push it. but if i jump on it, it freaks out and the player never even felt it. or if i have a door, and it is sumulating physics i can walk strait through it when its closed with out a fight and the door just glitches.