VR Expansion Plugin

No, that should technically work, unsure about how your class is setup though since you made a custom button actor and the “box” component could be anything.

Did you try using the plugins built in button class component? It should handle pretty much everything for you already, since you are new I am unsure if you knew that the class exists?

I looking at dagger stabbing. With grippable skeletal mesh no issue grasping dagger with ‘interacts with physics’. When dagger stabs target want it to penetrate target up to the hilt and then allowed to be drawn out (with some level of fiction). I tried using a physics actor to join the hit target to tip of the dagger and allows me to restrict the flow of the dagger along the blade but really not a complete solution. I see we could implement a custom grip. Would is the best approach or am I missing something?

Dagger stabbing: Maybe I need to implement a grip script? extending class UGS_Default

You can do it with a custom grip OR a grip script. If it is a one off effect only for a one base class type of weapon it would probably be faster to make it a custom grip.

If you wanted it to be re-useable logic across multiple base classes then a grip script would be better.

You can also live change the type of grip, IE: when it starts penetrating turn it into a custom grip and run the pull out logic, when it is fully free again then go back to another grip type, ect.

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 :slight_smile:

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… :slight_smile:

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…