I could not see where you could change the grip type on the fly. I’m using UE 4.18.3 at the moment.
SetGripCollisionType in the motion controller
I found another way to work with the GrappleGun… I duplicated the existing GrappleGun BP and changed the gun to a object I could attach to the hand and use the other hand to pick it up… It works fine for what I need it for… Just a quick question… How do I drop it? I am sure it was the grip button on the motion controller that is using the grapple… But it does not do anything when i press the grip…
In the template the gameplay tags on grippables define what buttons grip / drop them and when. If you don’t have any tags on them then it uses the defaults which are (default) set to trigger push / release.
Hey there,
I had question about getting up and running with a networked VR experience with plugin.
I’m comfortable working with blueprints and have built a few projects in Unreal for VR, but have no real familiarity with multiplayer/networking, besides a fast and dirty understanding of the server-client model and replication of variables and functions.
Given that background, if I’m looking to build a multiplayer VR experience (as a grad student on a deadline), would you recommend using the template level as a base and subtracting the actors, BPs, and functionality within certain BPs that aren’t relevant to my project? So, basically building my project around the player controller and the networked functionality in the pawn BP that exist in the template level, as well as some of the other stuff that controls multiplayer (like the stuff in the 3DMenu, etc).
Or do you think it’d be more efficient to sort of copy or use as a reference some of the multiplayer functionality from the BPs in the template level when building my own project, with the plugin of course enabled?
Also, the game mode seems to be in C++ (unless it’s totally blank by design?). If I were to build my project onto the template level, would it be “safe” to work with the event graph of the game mode BP?
Any help or guidance would be super appreciated, and thanks so much for putting all the hard work into plugin. It’s helped me learn a bunch of different things about blueprints already.
If its not a “full game” and is something you are on a deadline for, then yes, I actually would suggest re-factoring the template level, that would be one of the few cases where I think it fits perfectly since it is made to be very flexible and is already working in multiplayer.
I suggest people start by using it as a reference normally for a full game because its better to only implement what features you need (keep it lean) and they can work the interaction design into their own workflow preferences.
And no, I don’t have anything implemented with the game mode, it was serving as some spawning logic originally but I moved things around, there is no “game” logic in the template so its a clean slate.
Just a quicky… As I said above I duplicated the existing GrappleGun BP… Thanks for given me info on the dropping… Can you give any advice on issue I have… Have spent a few hours trying to find what is causing it… So I have 2 duplicated GrappleGun BP, called GappleToolLeft and GappleToolRight and I have ligned them up to each hand. But when I activate either of them by using the opposite motion controller like you would by picking htem up from the floor and one is active. The object which I am using for it is locked in place on the hand which I am firing the grapping from but when i move the other motion controller it shakes the object… God is hard to explain LOL…
Basically I have 2 duplicated GrappleGun BP, called GappleToolLeft and GappleToolRight… When one is active on say the right motion controller… The left motion controller shakes the object attached to the hand of the right motion controller… The object use to be the gun on the GrappleGun BP… I changed it to say a wrist band.
Very sorry if is confusing…
Happy days, I have resolved the problem on my own… Been good learning… So ignore post now ![]()
Hello! I recently upgraded to ue4 4.21. I ran into an issue with the 4.21 version of the plugin:
Like it says, inline function HandleGripReplication is not defined here! It’s defined in the GripMotionControllerComponent.cpp though, so I fixed the issue by removing the “inline” in method declaration.
Is that the way to go? Thanks.
That has actually been fixed for a couple of weeks now, I forgot to move it back into the header when I inlined it.
I may need to re-build the binary package though, the Repo version is up to date. As for that fixing it, yes just removing the inline specifier would also fix it.
Just a quick question, will not go to much in to details… Cause its to long… But hope is not to hard. If you could be kind enough to point me in the right direction… How would I go about when I pickup the GrappleGun with the right hand, so the right hand will be holding it. How can I fire it with the left hand trigger?
You’ll have to do some custom scripting for that to pass the information in or do something else, its not setup out of the box for non interacting input events (from hands that aren’t using the object).
The easiest method would be to bind to input on it when picked up and non blocking sample the inputs of the other controller, easy enough.
Thanks , I still new to all of … But I am surprised how far I have got so far with it… So next step try what u suggested “The easiest method would be to bind to input on it when picked up and non blocking sample the inputs of the other controller, easy enough.”, best way with all of is break it down and problem solve it until I work it out and get it working… Youtube will help also to find answers LOL … Thanks again your a star, keep up great work, you are really helping people… ![]()
First thing first I would like to thank you for amazing plugin. Its truly an amazing tool to have.
Im currently prototyping a zero G controls and movements. I have managed to get a working thrust as well as a brake option. Since my character just floats even after not inputting any movement, I tried many different approach to have a gradual braking option. Nothing seem to have worked except for Stop Movement Immediately. When I do use it, it brings the character to a complete stop instantly. What I want is to make braking a little gradual. Is there anyway to achieve ?
Apply some impulse in the opposing direction and slow down…You aren’t really supposed to come to a stop in real Zero-G naturally unless there is a source of friction like a fairly thick atmosphere.
Could do some custom velocity degradation as well. If you really wanted to get intricate, tying in physics volumes with friction values could be interesting.
: Ok, I have spent a lot of time trying to get to work… And I have settled on the way I have got it working now… Its a long story so I will just ask one question if you do not mind which can be a solution for me… I hope its not to much trouble… Ok, when you pickup the grapple gun to active the grapple on the hand you pick it up with, is there away to not pick up the gun mesh and just leave it in place where it was position before game start? Its just i have replace the gun with a mesh that is attached to my wrist on the hand. And when i trigger it with my other hand it attaches to that hand and when i drop it i can never get it back in the original position… I have try over and over for hours… I am so close to what I want now… Its just one thing…To leave the gun/my mesh in place when pickup…
Just take all of the logic of the grapple gun…and put it inside of an actor component or static mesh component that you add to the pawn…
Actually I forgot something, I do have fluid friction already enabled with physics volumes and low grav mode.
If you set to false: VRLowGravIgnoresDefaultFluidFriction (default is true) then it will use the default physics volume (or the current one that you are inside of) and apply its fluid friction value to the velocity.
I also have a wall friction scaler that you can play with for when hitting walls.
Thank you, I have been thinking about removing it from the GunBase and just take the Logic from the grapple gun and making my own… I will have to learn abit more about . But when I get it working… I’ll share my project with the community to help others on forum… Thank you so much… I’ll work it out, just needed to be reassured… Thank you… I have it so u have a bracelet on each wrist and when u press the button with the other hand you get the grapple on that hand… Thinking on the basis if u was climbing and u was holding on to the cliff with one hand u still can activate the grapple with the other hand with the bracelet on the hand holding on to the cliff and swing away from the cliff for example… I’ll make a video of functionally and share my project here… I want to give back as u have helped me a lot and pointed me in the right direction… Its only fair to share what i hope to do back to the community.
I’m abit old school… So have abit of background knowledge, but back in the 90’s on the old Amiga computer and been a web developer for years… LOL… But want get back into it and UE4 is the way to go… Unreal… ![]()
Updated the auto documentation, sorry it took so long but I had to sit down and fix some compilation errors in the auto doc gen plugin that were caused by the engine now requiring visual studio 2017 and patch 4.21.
Haven’t seen any recent updates to that plugin on the original repo so I may end up having to maintain it for my use :(.
