VR Expansion Plugin

Is there a method to remove/disable the unwanted movement modes in the parent vive character without screwing it up too much, i only need to move though thumb stick movement?

Attach it to the ParentRelativeAttachmentComponent.

Remove all of mode switching and just set the DefaultMovementModeLeft / Right to the mode you want. Its just a BP script for the sliding movement though, would be pretty simple for you to remake as well.

Hello,

I’m trying to open the examples file to play with the interactions and I get these messages back: Imgur: The magic of the Internet
Any clues? I appreciate any help please.
Thank you very much.

Follow the setup instructions, I don’t package pre-built binaries in with the template to avoid file bloat.

What exactly is causing the interaction of the laser beam from the hands to interact with widget buttons?
Ive gone through the 3d keyboard and menu actors and widgets but cant find how to get it working on my own widgets

I have migrated the steering wheel(just the wheel, nothing else) to my UE4 file and I’m wondering how to make my motion controllers interact with it? What in the plugins example file I’d have to migrate over to my file in order to accomplish that? I can’t figure it out…Anyone? In my scene the player is just supposed to use the wheel to move the car right/left only to dodge obstacles…no forward/back movement…
Thank you!

Hi,

I’ve been trying to add vive trackers to the project, the only problem is that it spawns them far away from me. I based my pawn on the VRSimple Character and if I modify the inherited LeftMotionController to Special_1 (so it reads the tracker) it spawns where it should be, if I add another MotionController component or GripMotionControllerComponent and set it to Special_1/left/right/etc. it spawns it far away from me. The root component of all my Motion Controller Components is VRSceneComponent(the same with the inherited Left Right controllers).

In photo I have the inherited RightMotionController set to Special 1 and my added MotionController set to Right hand : Screenshot by Lightshot

The simple character requires bOffsetByHMD to be true on new controller instances (in the defaults), its one of the drawbacks of the simple character, since it is being moved by the HMD motion the other tracked devices have to be offset by the HMDs location to be correct.

The wheel (its actually a lever) is dependent on my gripping system, it is not a generically grippable component.

Its in the BPTeleportController, I call PressKey for Mouse Left on trigger input and Release Key for MouseLeft on trigger release if the widget interactor is hovering over a widget. You shouldn’t have to do anything special in any new widgets.

I have added a lever component to my project willing to make it work like your steering wheel, however I’m not too sure how to make it interactable with my hands/motion controllers. Is there any part of the ‘examples project’ I could migrate to my file in order to make it work please?

Use a GripMotionController and call “GripObjectByInterface” passing in the lever.

I’m sorry for the super noob question but I’m calling the ‘grip object by interface’ from the motion controller grip 1 and I’m wondering how to stop the lever grip on the ‘release’ state of the controller(?) Thank you very much.

DropGrip or DropGripByInterface

Haven’t the 4.21 version been released? I only see the GunTools WIP and 4.21 Beta. Are they “safe” to use? Thanks.

Hey - What is the 4.21 gun tools?

Master / Main are the 4.21 branches in either repository. I make the master branch the current engine version the moment the it comes out of preview.

I am finishing up a utility grip script that handles recoil, virtual shoulder stocks, custom pivot points, additional front hand lerping settings and a few other things that are pretty exclusive to guns.

Got it thanks for the clarification :slight_smile: