Hey buddy, I thought i’d give you a heads up I may have a fix for your headset pausing the game, I don’t know if you need a systemic fix or just a working one,… but does work to keep it awake without pausing when the headset is not on ones head! (see image and file path above)
That is not viable for release builds as it requires the oculus debug tool.
As to the post above:
#1: If its what I think you are talking about, its just enabling collision on the hands, and it doesn’t keep it from going through anything, just physically simulating objects as it pushes them around. My recent video on the other hand handles it where it does prevent going through anything and has actual mass.
#2: Same as above, though I will note that pre-fab hand poses are not in any way better than lone echo, and simple curl blocks aren’t either.
#3: You can implement any movement mode that you currently have in BP’s as a custom character movement mode without issues, should just work. That being said there is already a zero-g movement mode.
I am shocked by the amount of progress you’ve made! OMG… I clearly should have just tried it before replying about the Oculus thingie, but I never thought there would be paradigm shift in … just WOW,. Yeah, I’m fine, thank you so much,… I’ll go though all the videos, and glad to have something to put onscreen on Oculus Dash as I build my worlds in VR editor!
I was just checking out the public variables in the Mannequin hand, grip strength and transition speed, multiple Grip Scripts,. WOW WOW WOW!
more than ever there is a reason to restart at the (new) beginning and just get it all, go through every line of every tutorial. is the Locomotion my game will have! I will worry about adding in my Zero G later, (hopefully, I can just make ac"zero G Suit" and make it an ‘Actor’ like I see the Car etc is, and just emulate that to get my ZERO G locomotion switched to, or likely, I will switch to the extant version, as long as there is insane velocity potential!
You are the Michelangelo of Melee, The Galileo of Gripping! The Leonardo of Locomotion! (DaVinci of Dynamics?)
;_)
I am currently making physics handle logic related to melee weapon.
I am trying to get some excerpts of physics handling method of VR Expansion Plugin, but it is difficult to import only the physics handle part because there are too many related classes. Is there any intention to componentize part?
And, is there any project that only includes physics handle function?
**[Hello ! I am a new developer and I’m developing for Oculus Quest. I’m trying to follow the youtube videos but I’m using the VRCharacter for my pawn and my camera is in the floor. The camera is perfect in built-in unreal Vr template using HMDlocationpawn and even with the vrexpansion template project but I really wanted to start a new fresh project.
What I’ve tried:
Setting up an event blueprint and changing it to floor for the position.
Adding a getname blueprint function and adding Oculus Hmd and Oculus Quest
Copying the entire blueprint for HMDlocationpawn to the VRCharacter
Adjusting the height on the VRCharacter settings to 128 and 64.
Turning on and off HMDLock with all of the above settings.
Checking and re-doing my oculus quest guardian settings.
No matter the setting it puts me in the floor and if I press and hold to reset my view on the touch controller it’ll still have me in the floor.
No and no, you can reference the code that it uses, but the whole point of the plugin itself is that it is multiplayer compatible with everything, and that requires some interconnection. Also its not using a physics handle, its using a custom coded kinematic driver that is a lot like a physics handle but is greatly expanded on.
Its a custom coded movement mode with momentum retention that ignores gravity, you can add hand pushback with velocity injection or via the same direct input that the climbing mode uses by calling AddCustomMovement.
I have a couple issues with fast paced melee combat.
When I swing it mostly always blocks. But then if I swing just a little to fast it goes straight thru the mesh. I have tried upping the mass so the sword swings slower, I have updated the mesh and collision to make it thicker but nothing is working.
When I hit the sword I’m holding and trying to block with it just pushes it out of the way. I need it to block it not get shoved out of the way.
When I try to grip with two hands the “add secondary attachment point” keeps failing.
#1: make sure that CCD is setup in the mesh, if it is a skeletal mesh then it needs to be in the physics asset, otherwise it needs to be set in the objects properties. You also will want physics substepping turned on and to tweak the settings for it.
#2: Not sure if you mean others hitting the sword or not, but if they are just animated and not physically active as well then they don’t have a force limit, you need to use physical animations to properly react, or manually handle collision and animate the blocks, there is no way around . Even when you do use physical animations you will be doing a lot of force tweaking to get everything right, there are no magic bullet here.
#3: If you are using my melee script it doesn’t use secondary attachment points and the properties on them are set to not use them, they use the MultipleGrips setting instead. You can use secondary attachments if you want, it won’t be as physically correct but you can just turn on the secondary setting that you want in the properties.
1#. I have CCD on. I also have it set up as a static mesh. Should I switch to using skeletal mesh?
2# The swords are using the grip interface would those be psychical animations? If so what settings in the interface should I be tweaking to fix my issue? I’m also using the melee grip script if that matters for
3# What node should I call to grip a secondary grip? Originally I was using add secondary attachment but should I just be calling a regular grip?
#1: Then fine tune your global physics substepping (and optionally the object itself) if you are still tunneling with CCD on and large collision bodies, also you want to make sure that your constraints aren’t TOO stiff. I can’t magically stop tunneling from happening with Physx when using extreme values, you have to work around its limitations.
#2: I am not talking about the swords, I am talking about what is hitting the swords, if it is an NPC then it needs to use physical animations or manual ones that fall back from collision. If it is other players hitting it and you want to be able to block a swing then you’ll have to have the stiffness higher than the incoming swing to stop it or they have to actually manage the hit by deflecting or moving to block at a point close to their grip for more control. That isn’t how physics work in game or the real world where two equivalent forces can collide head on and only one of them is affected.
#3: You don’t need secondary grips at all, just calling another grip on the other hand should work, the melee script automatically manages primary / secondary hand assignments based on the settings you use and applies the seperate constraints that you define.
Hi, I’m certain is my fault, but I’ll post here in case someone else can help me resolve before I do:
For some reason, my grip is not being detected, neither is the LaserBeam button. I’m using Index controllers, the latest version of the plugin and sample project. No changes made.
I know the game can tell I am gripping because I can feel the haptic feedback, but it’s not translating to the hands or actually gripping objects.
Hm, still not working after regenerating them. I also tried creating a custom binding that ensured that the grip was actually corresponding the grip action, but still nothing.
What do I need plugin-wise besides VRExpansion? If having the SteamVR plugin enabled possibly causing a conflict?
No, you need steamvr enabled for button mappings, you will also want to check in your steam input setup in steamVR itself and make sure that you don’t have a custom mapping setup from before 4.24 that is overriding the default.