I’m having some difficulty working with the desk/drawers in the template level. Specifically, I’m encountering difficulty in placing actors inside of the drawers and having them behave as one would expect.
I’ve tried a variety of things from setting custom collisions on individual drawers (or the two drawer meshes) to modifying the collision presets on the desk as whole, but I’m not getting the sought after behavior. The actor(s) either clip through the drawers/desk upon play and fall to the floor, or they simply hold their ground within the drawer – so upon opening a drawer the actor doesn’t move with the drawer, and simply stays put wherever it was placed in the editor.
Is there something quite obvious I’m missing? Something that needs changing in the collision presets of the actor/mesh in question? (It’s currently set to block all).
They both need to block each other and the contents need to be simulating or attached to the drawers (depending on what you are trying to do).
If you want the drawer to be blocked by them as well then you need to run the drawer as a physics one instead of a slider one. Its all the normal collision channel stuff, nothing special here…
Thanks for the rapid reply. I have my object as a physics body (with all object responses besides PawnWalking set to block) and is simulating physics, and my drawer as blocking all physics bodies, though not simulating physics. I’ve tried a few things, including an ordinary, plain old mesh, but am now using the editor cube BP with a different static mesh selected in the details panel.
Also, I signed up your one of your mid-tier Patreon levels so I’m open to continuing on your Discord ( was my second or third question on forum, and I have two or three more questions to ask as well, including one immediate one related to an issue regarding destructible meshes, so felt it right to help support).
Yeah it would be faster to reply in there, though I won’t be on for the rest of the night (past midnight here). But you can ask your questions there and any that others can’t answer before I get to them (generally a nice community in there) I will walk you through tomorrow.
Thanks alot buddy for the answer. I did manage to just use the braking deceleration flying. Its all nice and smooth now.
One last thing I wanted to ask you, is there a way for the pawn to change movement mode based on his Z value? For instance, if he is above Z 50 then activate flying mode, if below then activate walking mode.
Hello , i am the guy who try to do webbrowser and control with your keyboard. Actually i tried what you said at comment but it still dont work (maybe i did wrong) i couldnt interact with browser and still cant get keys from keyboard. If it possible and not much work for you can you post some screenshots about how to setup these components?
By the way in VR Template from unreal, i can interact with browser via widget interaction. Just set up pointer key for left mouse and it is done. In your template it is not working. I know motion controller grabs works for mouse left click because of keyboard interaction but not works with browser. I also tried to set input action grabs for pointerkey with widget interaction in bp-teleport controller still same result
I could set url for browser with my custom widget keyboard (just some keys for youtube.com url ) in VR template but i want to use your amazing content too (character and body setup, grab systems, inventory, physical interactions with tools etc all good for my project and i can customize them so i dont want to stop using your plugin just for that browser thing) Thank you and sorry about my noob questions
Well you can always have it write out to the browser from the key events for the keyboards, and the keyboards don’t really have anything to do with the rest of the content.
Regardless though when testing for you I did have to add an additional case for the widget interactor, the browser widget doesn’t count as an interactible widget so you have to allow it to interact with focusable widgets as well.
See function that just needs the additional boolean, its already been added in the 4.21 template:
https://i.imgur.com/syHXDsY.png
As for keyboard input to the browser, it could still use some custom c++ to do cleanly, but you can use the WidgetInteractor PressKey input as well with one that is currently hovering over it and it will feed the characters to the browser.
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I have been trying to figure out how the pickup objects are set up, specifically how they don’t pass through objects & walls.
I am sure they are using a physics handle but looking through the code I cant seem to find how you did it.
I’m using the same process as a physics handle, but not using an actual physics handle component.
Its a physx constraint on a kinematic physx actor (not the same as a UE4 actor) and the object itself, its a custom implementation instead of using the component because I had specific requirements and wanted it all handled by the controllers themselves.
You can achieve “mostly” the same thing with a physics handle component.
4.21.1 has been out for a little bit, and the plugin seems stable, going to move back to some grip script work again. If anyone is playing with multiplayer in 4.21.1 yet please let me know if it is stable, I know that a lot of users stuck with 4.19 and skipped 4.20 so its a two engine version gap on upgrades and a decent amount has changed.
There is now a beta branch for the GunTools grip script, it aims to provide a bunch of utility for common gun interactions (including a custom late update that allows for full two handed adjustments).
It is feature incomplete currently, but the Offset hand pivot, recoil instance addition, and a few other utility items are in it already.
I will probably be moving some of the more advanced two handed grip smoothing features out of the default grip script and into the gun tools one, I doubt that most people have all that much use for them outside of guns.
Also I recently added a CustomPivotComponent to the motion controller to help people trying to do remote grips (end of laser beam ect).
The core concept is that you are providing a new component that all gripping is offset from instead of the motion controller itself, and you can enable / disable it at will. I was originally going to make it a grip script to be on a per object basis, but realized that for mobile and 3DOF VR it would be very useful to be a global setting that could just be enabled for remote gripping. The reason is useful over just using a relative transform that is far away from the controller is that it is easier to move the base point with the end of a laser beam or some other object and allows for full use of center of mass. It also means that you could enable it to just move the pivot point of the motion controller down into the palm more for all grips instead of doing it custom in the gun tools grip script.
Is it possible to limit the movement of a gripable static mesh actor to a specific vector. I.E hold a pool cue, and you only want the player to be able to move the cue along the forward vector of the cue when shooting to stop it from straying to the side while shooting
Yes, in 4.20+ you can use the Interactible Settings grip script and turn it on to live restrict movement, or you can switch grip modes while gripping to a CustomGrip and manually apply the restrictions.
Havent watched your overview on how to use grip scrips yet but is what i have so far, rather dirty.
It dosnt seem to want to switch to custom grip on the fly,
Video of it : https://youtu.be/obecpmkwkdM
Use that node and set it to custom, then run the logic in EventGripTick and don’t tick the actor itself (grip tick is always after the motion controller and doesn’t require the extra actor tick to be enabled). You can still access the GripInfo as well to get where the expected relative position is for the grip.
Like I said though, if you are in 4.20+ you can make a grip script that does directly, and just flip a bool on the script.