:eek::rolleyes:
Renamed the folder, restarted the computer… everything works. Thanks so much!
:eek::rolleyes:
Renamed the folder, restarted the computer… everything works. Thanks so much!
Any idea when the melee script will be completed. Is there a way to get access to the experimental sample project show melee and IK arm?
Current 4.24 template has the melee script on the swords, its just set to not activated as its not entirely stable yet and is feature incomplete.
The arms I wouldn’t suggest testing until they are stable enough for me to put the test live, I won’t guarantee that they will even hit the plugin unless I get the stability to where I want it (the papers demo wasn’t stable enough to my liking(.
Is the stabbing part in the current template. I did not see the dummy you had setup in the video?
Dummy is in the project files somewhere, like I said, I turned everything off until it is complete enough to feature. I have to work in new feature dev between bug fixes and engine ports. 4.24 came out very quickly and has been a rough version to dev against so far.
The blueprint stabbing part of the mockup is on the swords though as is, currently the script is detecting the zone collisions and blueprints are handling the stabbing for fast iteration. I am doubtful that I would ever fully bake stabbing into the script itself as that would lower flexibility over it, it will likely end up being a balance between the two.
Okay, I’ll see if I can figure out how you have it working. I really liked what I saw. As for the IK arms or even full IK. I have not found any solution I like either. All are wonky in some way.
Which is exactly why I won’t make promises or release them until/if I am happy with them, I never wanted to make an arm IK setup, I just haven’t found one that I felt was good enough yet. The melee script, stabbing is actually one of the lesser features, it is fairly easy to do manually for people. I was more looking into specifically some of the other stuff that can be added to ease the mechanic.
I did make a custom constraint component in engine that makes the stabbing setup considerably easier though, the default one is missing a ton of QOL features.
BTW: I thought of trying to use the ‘ue4 control rig plugin’ which is relatively new . Introduced in 4.23 I think. Just have had no time to look at using it to make better IK.
A question… After upgrade to UE4.24 some BP’s with Grippable Static Mesh have the issue that “Event On Child Grip Release” is called immediately after gripping, but only when I grip >100 units from the origin point (I’m grabbing a large object, a door to be precise). Any idea how can happen?
To elaborate: It’s easy to reproduce.
Edit: hang on… In the Example Project doesn’t happen, meaning it probably has to do with the Pawn… But not sure where to look.
Sounds like the auto drop is happening from going out of range from the grip point.
I did recently change some logic around the drop distance where if the grip type is setting the pivot point then it will distance drop if the pivot point is too far away. That being said you generally shouldn’t be gripping at the pivot point on a door but instead at the hand location. It sounds like your origin is your root for that grip and it really shouldn’t be, you should be using GripAtController if its physical, not GripAtCOM, otherwise the door behavior will be off.
Some of the new logic may be bugged as well, i’ll do some more tests.
Edit lol yeah, found a bug in an if statement that i was using, thanks for bringing it to my attention
Thanks for the pointer there… In my case it was set at COM Default (which seems to set to COM Grip at Controller Loc?). However, is causing the Auto Drop. If I use “COM Set and Grip At” there’s no Auto Drop.
So still there seems to be a bug somewhere.
Yeah I found it, I flipped the constraint frames a bit ago so that I could do some funky orientation things with grip scripts. I forgot to also flip it where it checks the constraint length so it was pulling the wrong distance.
Both repo’s have a fix uploaded, the if logic was an unrelated bug that I ran into when testing out from a very recent change, so still thanks for that as well.
TL;DR: Fixed it, re-download 4.24
hey , love the script. thanks for your efforts.
i’m having some issues that others were having with the laser pointer and interacting with the find/join/host server widget. i cannot click any of the buttons or ui elements with the laser pointer activated.
i tried opening your latest example project, but i have the same issue there interacting with the server widget.
running 4.24.2, and tried regenerating the server bindings but think i’m missing something.
also, i’d vote for setting up a discord community. while you could spend a lot of time there answering support questions, it also presents the opportunity for other users to help each other, which could ultimately save you time.
What button are you attempting to use? By default its just using the grab button which is grip for rift and index, I can’t rebind keys dynamically anymore as of 4.24 so I need to add some more input actions to the template, hadn’t gotten around to doing it yet is all.
Edit I took some time morning and added a dedicated laser beam interaction to the template and mapped it to trigger on all devices.
Those videos aren’t actually made by me, you can thank community member Raven for his humorous commentary.
Not necessarily the most important thing, but I am trying to make my game as handicap accessible as possible, so I was attempting to add a sort of simulated crouching toggle feature similar to what exists in Boneworks (except a toggle as opposed to smooth crouching) for people like my father who are wheelchair bound and unable to fully “crouch” in a game. Currently I’m able to change the VRCapsuleOffset Z Value and scale the root capsule to get an effect similar to what I want, but I wasn’t sure if is the best way to achieve and what sort of issues may create. I’m not too worried about players using function to cheat as my game will be single player or co-op. I’d appreciate anyone’s input.
You should be able to call the normal character crouch commands and then just offset the tracking root (the net smoother) downwards by the difference. Its much easier being single player as that will just work, with multiplayer it would likely have to be a custom move action.
Hi :), I have a skeletal mesh of a right hand and I just apply a setworldscale (1,1,-1) to create my left hand. Everything is working perfectly fine in the VR preview editor, but in my packaged game the left hand mesh doesn’t follow the rotation of my motion controller (https://streamable.com/9wtgi). I tried a different mesh and it doesn’t change anyting. I don’t understand why it occurs only in the packaged game. I am using UE4.23. Any clues ? Thanks
TL;DR
How I rotate smooth with the motion controller(s) in the playable demo build ?