VR Expansion Plugin

Is there a way to like grab another character for example in the head and the character goes ragdoll while i hold him, just like in boneworks for example. If there is, do you mind explaining how to get it working?
Best regards

The trace is ran on a trace channel, make a custom teleport trace channel and assign it to it, then make it off by default for all objects and only enable it on your floors

Yeah grip object with a bone specified, the very current version of the plugin has a grippable character base class to make it easier.

You could also always just use a physics constraint if you didn’t want to use the grip system.

I get it; I’ ll try on my project and hope works , thanks for your help!

Thanks for the help and quick response!

Allthough i’ve run into another issue at the moment… With the master branch it says when rebuilding to the project “Could not be compiled. Try rebuilding from source manually.” The project works when i’m deleting the plugin… I must do something wrong somewhere,
I’ve tried with both the source version from visual studio and regular engine version from epic games launcher and it says the same thing on both.
Any idea what i’m doing wrong?
Best regards

The repository isn’t pre-built, you have to compile it unless you download one of the pre-built packages.

Hi, after reading nearly all 243 pages and your help docs… I have running in 4.24.2 on the Quest (v13) perfectly, took some reading but wonderful work indeed; just a quick thanks and I’ll be joining patreon weekend, cheers.

I realized that I have been posting most updates and videos to the website exclusively. So I am linking the latest update video here as well for people that do not frequent there as often.

Beta Melee grip script, and a quick extra grip script addition bonus

Hi, for some reason the red sphere grip helpers have vanished (not rendering), the only thing I’ve changed was running the Oculus helper that switched on Multi-view and direct rendering, would have an effect on rendering these ?.

Few other possible options, I changed the left hand material to white (now back to default)… also switched on custom collisions and set VR tracing to ignore on a few boxes to stop climbing.

Thanks

Yeah its possible that one of those graphic settings is not debug rendering the spheres in editor anymore.

There is a CanObjectBeClimbed function that you can override / change to filter out what is allowed to be climbed by the way.

^^ Thanks for that and the super fast reply, I’ll have a play.

Yep, Mobile Multi-View was the issue for ref, thank you.

i really love plugin, it works so well :slight_smile: I am struggling though,… with something, and it must be really really easy, but somehow i cannot figure out whats going wrong. I spawn pickup_objects (like the pickupcube default) and other objects during play. And i want to stand on these objects, i made them bigger dan 2m. But somehow there is no way to get done. I tried allready change the navmesh settings, but these are allready dynamic. All other objects i can stand/ teleport on, but these spawned objects not. Has anyone an idea what i do wrong here?

cheers robert

Hi,
I recently updated to 4.24 Oculus Source Build and i’m having an issue where only one part of the VR pawn will replicate such as the hands and head, until i take the headset off then it will start replicating all as normal. would you know a fix for or what would cause ?
Cheers,

They are dynamic objects, the characters capsule by default only collides with the static collision channel, you can either spawn them to static or change the capsules collision settings.

Replicate? Or track in general?

Replication shouldn’t have anything to do with their branch, so it would be more likely that they have a bug where devices are listed as inactive until the wearing flag is toggled on again.


I am trying to cook my project, but i’m getting lots of errors. Any idea why doesn’t it find the plugin? I am using the pre-built binaries.
Thanks :slight_smile:

mmm, it should be finding it, are you trying to nativize blueprints with a prebuilt?

prebuilts recompiled and uploaded for 4.24.3, also did a quick video going over more additions to the melee script that the community asked for

something not featured in it is the addition of physical material surface types as a penetration qualifier if the end user wants it.

Does have flying in it already setup ? If not why ? lol flying in VR is the greatest mode - how hard is it to setup ? and to add some momentuem so you can drift