Tick pre-res needs to be for the skeletal mesh component to the motion controller, that or you run your IK tick far later like Post_Physics tick grouping.
As for the slight delay on the set pivot override, in that case the controller needs to tick AFTER the skeletal mesh as it won’t be in the correct spot otherwise, and/or you are using a physics grip which can have some velocity drag on it unless the settings are finely tuned on it.
Thanks for the reply. After changing the grip settings in the grippable actor itself I have almost perfect movement with the setPivotOverride method. It came down to turning late updates always OFF. Should’ve tried that sooner.
Mind you telling what is the overlaying system that you use to make items pickable while they still maintain collision? Are you using Physics Handle somewhere or are you using some kind of constrains? I tried to look code, but could not figure it out there.
Its a custom physics constraint attaching the object to a kinematic physx actor, much like how the physics handle does it but really customized and expanded upon.
You’ve been so much help I hate to bother you again, but I’m stuck. I’ve run into a problem with the remote grips for multiplayer. Server side is fine, but on client the grippable actor is flickering… I’ve tried running the IK component and the pivot components in different tick groups and using the the tick prerequisite component setup as you outlined with the other methods but with no luck. Its only when using the custom pivot component. Perhaps its caused by the IK system I’m using somehow. Any help would be greatly appreciated
Not sure what you mean by flickering? Also are you being sure to set the custom pivot on every connection? I do not replicate the custom pivot automatically.
Ahh. I didn’t realize they weren’t replicated. For those who find by searching with the same problem, I just set them in the Gamemode after spawning the pawn. Do not set them in the VR Pawn itself. I don’t know if its the best way, but it works. And , about time I become a patreon subscriber. Thank you for amazing system. Cheers
Edit: Setting on event begin play wasn’t working for whatever reason on the clients. But yeah, its an easy fix!
You can set them in BeginPlay on the pawn itself if you wish.
I haven’t made my mind up about automating replication on them, while I am sure it would be useful to most to avoid the extra manual step, I think that there are people using it for some funky stuff on mobile VR where it may be detrimental to have it set on all connections automatically, and it really is a fairly minor thing to setup.
I’m am extremely new to the plugin and am wondering how I can have a skeletal player character mesh within the VR Character, as that was the main reason I installed the plugin. I have tried attaching the mesh to the “ParentRelativeAttachment” component and it works well enough, but any tips on how to keep the feet of the mesh from going through the floor? Basically, I’m asking how to keep the mesh from clipping through the floor, and another relevant question is how can I set the height of the mesh to have the head positioned relative to the HMD? Lots of questions, I know, but please help! I’m desperate to get full body characters into the game, as I have the IK arm tracking and movement down-pat.
Hello.
I’m building for Android in 4.22, but I get an error and it stops.
When I checked the log, I got the following error
ParallelExecutor.ExecuteActions: In file included from D:/UE4/…/AdvancedSteamSessions/Module.AdvancedSteamSessions.cpp:4:
ParallelExecutor.ExecuteActions: In file included from D:\UE4.…\AdvancedSteamWorkshopLibrary.cpp:2:
ParallelExecutor.ExecuteActions: D:/UE4/…\AdvancedSteamWorkshopLibrary.h(9,10): fatal error: ‘steam/isteamugc.h’ file not found
ParallelExecutor.ExecuteActions: #include “steam/isteamugc.h”
ParallelExecutor.ExecuteActions: ^
ParallelExecutor.ExecuteActions: 1 error generated.
Could you give me some hints about error?
Thank you.
Thank you for the clear advice! I was spending the weekend for , so I’m really glad to find a clue for the solution.
I would like to try it immediately. Thank you!
Does anyone know how to set up the arm Ik? Ibhad it set up working correctly before, but when i switched to plugin and its vr character it doesn’t work. Im working on making a full body ik.
Seeing as the ArmIK is done completely in AnimBP I assure you the plugin isn’t the problem. How exactly are you trying to use the VR character to do ? I have IKs working just fine on it.
So I got it to work by feeding in the location based of the motion controller transforms into the modify bone in the Anim. However when I made my other ik bodies i didn’t have to do that so not sure why I had to add that in now.
Don’t know what you are using for the IK but it may be casting to get the transforms and failing the cast, you will always need the controller transforms as effector locations generally.
Um, okay, so I decided to add one Grippable component, that is, Grippable Procedural Mesh Component. And, after a day of trial and error (I am definitely NOT a C++ programmer) I succeeded. Also added a copy procedural mesh to grippable procedural mesh so you can slice the proc mesh then copy the other half to grippable proc mesh.
I have no idea how to add that to the repository, so if anyone wants to help me I’d be glad.