I have a (currently private) module that implements it for them (and gesture detection), the issue is that in prior to 4.21 builds it requires a bit of hacking around to get the skeletal actions working, and in 4.21 itself there is no clean plugin method of forcing the new action into the manifest without direct source edits or manually writing out to it and reloading.
So I have been sitting on it for now cleaning things up and waiting for a better environment for release. I may put it out with the hackish instructions just for people to play with at some point though.
If you want to try and implement it yourself you’ll have to use the new OpenInput skeletal api to poll skeletal actions that you insert.
Hey , great plugin. I’ve said it before, but its worth saying again.
I’m trying to set up a grippable static mesh object that uses a different socket based upon the hand that grabbed it. Sorry if is answered already. My search didn’t provide any answers.
GetClosestSocketInRange passes in the controller that is attempting to grip the object, you can return a different socket based on the hand type of that controller by overriding that function and returning what you want.
Alternatively you can also pre-filter and pass in a different socket prefix on the character side of things.
Yes, you can override it and replace the default functionality with your own, there is also a helper node so that you can still have the default functionality but with additional logic:
So I was playing with the VRSlider component and I realized how much more convenient (and efficient) it is to use a dedicated component like , compared to using a PhysicsConstraint that you have to use when making a door.
Is there any chance that the VRSlider component can be expanded in the future to include Rotation? You would have one VRTurnSlide (can’t think of a better name right now…) to use for items that have a restricted movement, sliding and/or rotating. The rotation would (obviously) be around the origin of the item, so no need to connect the constraint to other components.
In fact, you would expand to 6DoF compared to the current 3DoF.
What do you think? I couldn’t find it on the current Trello roadmap, so probably it’s not part of your priorities right now (which I can understand…). Just wanted to throw it in
Thanks for your answer! Good to know at what state we are at point.
Does mean, that we can have finger tracking working but not accessible values for each finger etc? It’s enough for me at point. I’ll take a look into OpenInput then, thanks!
Looking forward for next VR Expansion Plugin release, I’ll hold on with trying it before knuckles support, but it’s looking good!
Not entirely sure a clean method in plugin will be possible in 4.21 at all, they stated that they were adding to it post 4.21 and their repository version is on 4.22 already. I would have to find a spot to edit the action manifest that they are generating without screwing over the input stack, the file is generated on every program launch…
I haven’t tested yet if re-setting the action manifest clears handles, it likely does which would put a large damper in doing it through plugin for now. Directly in engine source it would be very easy though.
As for finger values, previous knuckles used the finger curl values that are already in the legacy inputs, I have heard a few people saying that those no longer function, I wouldn’t know since I have been developing directly with the skeletal data instead and have never needed them. There are also seperate per finger curl values that you can bind to in openInput and a grip value.
The open trello featurerequest? That isn’t my actual full Trello, my full Trello is rather large…
As for the slider, I have an example blueprint (in the template, its the one from my video tutorial but I added to it later) that shows how to make a sliding / rotating / both component using my custom grip function library (basically what you asked for). I am trying not to complicate the slider itself too much more at point since it already has a page of features and that particular one would conflict with some of them (like spline rotation following).
Also, most people have been using a VRLeverComponent for doors as it is a dedicated rotational interactible.
As for efficient, actually the constraint is likely more efficient computation wise, its just less directly controllable and scriptable.
Thanks for reply. Of course all is up type of project, everyone has different ideas or point of view, and is not the same for FPS than for adventure, just commented if did it for some purpose or is already some option/param can be turned in settings, for example like “WalkingCollisionOverride”, thanks for comment it and sorry if you repeated many times, I’ve read many posts, but my english is not fluid and don’t understand so fast/easy like desired, need google translator many times ;).
Just another question, I have looking the manipulation grip part, the example of the cabinet. Is possible to limit (do it slower) the turn of the object (I think is swing for unreal) if pull so hard/fast at grip time?
I have been looking at the grapple gun and wondered how hard it would be to remove the gun and just add the grapple function to the L or R hand using the side grips on the vive motion controllers, so can cycle between teleport, climb mode, swing arm and grapple function… If anyone can help to point me in the direction on how I can do I would be appreciative as I am a little new to UE4, but know how to fins my way around it.
I’m trying to use a few function from (cause with 4.20 OpenVRExpansionPlugin give stuck on the first run):
SetSkyboxOverride_LatLong() and ClearSkyboxOverride()
But I have a couple errors (mostly linker I guess) with . Please help implement simple version of functionality without logs and platform checking.
Trying to figure out some stuff and repurpose the Vive Pawn Character…is there a way to disable the wrist controller orientation, and just have the teleportation whitout changing the player orientation?
I have an old 4.19 build, and looks like the wrist orientation is not working as expected, so I would like to completely disable it