1 - change the call to eye-level
2 - run it in the VR preview
3 - exit out
4 - change it to the floor level
It works. For one run. As soon as I run the preview again after that little trickery, its acting again as if it was called with the floor level setting.
Try it in the default template and let me know if it has the same behavior, I was on rift in 4.21 with no issues but haven’t tried release with it yet.
The fact that switching modes and then back fixes likely means that its outside of the plugin itself or a setting is being serialized.
Edit Booted up a rift to test with in 4.21 and couldn’t reproduce in my template or the std one. Really sounds like you are getting your location reset with ResetOrientationAndPosition
Yes indeed, it seems to be that on 4.20.3 if you call Set Tracking Origin followed by Reset Orientation and Position, as I am doing, it works as I’d expect: resets your orientation and position while keeping the tracking origin at Floor Level, but with 4.21 that doesn’t seem to be the case. Probably not plugin related, my apologies
I would argue that the 4.21 behavior that you are experiencing is the intended result there. ResetOrientationAndPosition shouldn’t really be used in floor level if you intend to keep roomscale, it is a permanent offset.
On that matter…I intended to pull request a “ClearOrientationAndPosition” or something of the sort so that it could be used a little more flexibly. I’ll try and get around to that.
I went trough a similar problem and the solution was to remove from your project folder :
**.vs , Binaries, Build, DerivedDataCache,Intermediate and the .sln file. **
and after right click on your .uproject and generate VS project files
and BUILD.
I have tried adding the grapple gun BP to the Vive Pawn Character > Event Graph and added the variables needed… Also I added Grapple text for the MovementModes menu and updated a link to the node for the Cycle Movement Modes function… Also on the Cycle Movement Modes function I did try on the grapple node to link to the SET node for the others movement modes and also as its set there now on the SET node which Climbing Mode is linked too… But when I try to cycle through the movement modes using the grip on the vive motion controller it does not show the Grapple text for the Grapple mode. So cant use the Grapple gun function I have add to the character BP. I have attached 3 screenshots to help you understand what I have done… Took a while doing screenshots into photoshop and piecing together for the Vive Pawn Character > Event Graph LOL… I had to split the Vive Pawn Character > Event Graph into 2 parts cause the file size was two big… Wish they would have a save out to image command in UE4 hehehehe… If you could help me with that would be great… I still learning stuff and have just started vr dev UE4…
Ok been working at it again and starting to understand what you meant… In the image below of the VivePawnCharacter > EventGraph, I have now used the existing Event tick to call the Grapple Function I have created. Then in the newly created Grapple Function within the VivePawnCharacter BP I have copied the code, events and variables… Then added the Switch on movementMode for left and right and also in the Cycle Movement Modes set the Movement Mode Left/Right Enum to be set to Grapple as default… So when the game starts the movement mode above the controller say Grapple but I can still not use the grapple… Hope I am making some kinda progress LOL… Am I on the right track? Any help would be thankful…
Oh, Now I am lost… LOL… Originally you said “No its pretty easy, you can throw pretty much the entire set of BPs in the grapple gun into the character inside of a function that you call on tick (when the movement mode is active) and it would just work.” So I have done that… Its within a function in the character blueprint… But if the actor component is best I am willing to try… But I am very new to VR stuff and have done a bit of UE4 stuff so have a basic understand… I’ll work out how to package everything into an actor component… Step by step I think I’ll have to do … Really would love to get working…
There maybe some confusion, my original post was as follows… “I have been playing around with the GrappleGun and its great! I have been trying to set it up in the MovementMode to switch to it using the grip on the motion controller rather than by picking it up and dropping it… But I am haven no luck… Is a lot of work to achieve? Any help would be appreciated”… So would the actor component be the same as the GrappleGun an object you can pickup? I have been trying to get it so you do not pick it up as an item, but selected it through the Movement Mode Grip on the controller… Sorry about , I do appreciate you must be busy…
Yeah I was just mentioning that moving it to an actor component gets all of those nodes out of there, it also would be mostly intact to how it was while in the grapple gun, either way works.
im so lost with . i was able to install it but are there no example projects that show you how everything is setup? reaching in the dark right now it seems.
but my cast always fails am i doing the casting wrong?
i want to react to the sphere collision component, overlapping my buttons box collision
Im doing it wrong?
Thanks , Best way to learn is to dabble… LOL… I’ll keep playing around with it until I get it right… I am a newby at and I’ll just leave it to time and practice till I understand more… I’ll let you know when I have worked it out… I like a good challenge and it be a good bit of learning to move forward with VR stuff… Thanks for given your time
Hi,I’m new for leaning it, I just want to realize the function of grabbing objects. I read your example template. Sorry, I’m just a novice. In my opinion, there are many irrelevant contents that make it difficult for me to understand part of the code. I also read the function introduction in your plug-in, but it doesn’t give an example, which makes it difficult for me to understand. I want to ask you what advice you have for achieving just grabbing objects. Thank you.