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So I got the socket transform of the hand and used make relative to the motion controller transform. Would that work?
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I want to make it when I make a fist in game it doesn’t make a fist. Instead I want it to wrap around a remote.
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The crash only happens when I have run dedicated server in editor. It comes from having anything but rep steam compressed transform. Im just trying to get the fingers to replicate.
That isn’t a bug, you are gripping outside of the center of mass so the hand doesn’t have as much control over the weapon, the farther away from the COM you are, the less control you will have over it, that is how physics work…
Grip at controller loc just makes your constraint be at the controllers location directly and doesn’t effect or use the COM.
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sure, whatever you are using to offset the hands, you need to take that relative position into account as well relative to whatever the controller is using as the grip pivot.
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Then change the hand mode to with controller in the open input options
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I’ll look into it, though I am unsure how you plan on testing that with a dedicated server in editor, it still shouldn’t crash.
Edit there was a bug with it, I fixed it. I doubt curl /splay replication modes are what you were looking for though.
Also here is your controller setting: https://i.imgur.com/rC9NMTD.png
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Ok so I’m going to use that as the base relative transform.
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I don’t want it to wrap around the index controller I want to make a custom remote control in game and have the hands wrap around it if you are holding that certain remote.
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I just pressed run with dedicated server. If I turn the dedicated server off it doesn’t crash. If I keep the dedicated server on with steam vr compressed transforms it doesn’t crash.
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Then you need to use actual hand poses, the steamVR full transforms only have the two transform sets in each controller driver (controller and fist). You can read the curl values from them though and blend between a closed and open animation on your custom remote control per finger.
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I already fixed and uploaded it, it was only in the curl states though.
Hi !
I have a very very weird bug I don’t understand.
I am making a game using replication to display what the player with oculus quest is seeing on a computer (with a spectator pawn attach, both on the same wifi)
At some point on my map (1/4 of the map) if the player with the quest is inside area, the tracking seems not to work. If If move the head (in location, not in rotation) the wolrd move with it. Like in a 3DoF headset. If I’m teleporting outside area, everything works well.
There is nothing special I can think about in area that limit it.
I don’t understand what could possibly make happen and is annoying because It make part of the game really uncomfortable.
Do you have a collision volume that is blocking the character in that area? Also you aren’t using the simple character in navigation walking mode are you? That could happen with that as well if the navigation bounds are non existant.
Otherwise, no, there isn’t anything that would cause that.
There is no collision volume AFAIK I will double check if any SM has wrong collision volume
I am using the simple character but only with teleportation. Maybe there is a variable somewhere I should diseable ?
There is navmeshbounds volume But it is Wider than the play area because it is in persistent and I stream multiple level. Maybe I should make one navmesh by sublevel ?
The character doesn’t normally use navmesh for movement, only if you change the movement mode. But the last time someone had issue they had placed some random spheres in their level invisible with huge hit boxes.
Hello, quick question: Is there any way to make a physics object not grabbable?
As in a non grippable one? I have a default branch to pick up physics objects just to show how to do it, you would just have to add your own qualifiers or unlink the nodes for it in the template project.
section does that, would just have to unlink it in GripOrDropObjectClean
Hello!
I have been tackling a problem, I am trying to attach the VR character (I am using the same one that is in the example template) to a socket that I set on a mesh, so I used attachToComponent node(location and rotation set snap to targer, scale set to world). The actor attaches fine, but when the mesh starts to move the character starts moving in the same direction faster and it either shoots out the pawn itself into the air or gets stuck inside a wall. I want the the character would be able to walk inside and not be effected by outside movement. Thank you for great plugin!
Its still in walking mode so its sampling the floors velocity (movement base), characters already handle standing on top of moving objects for you. You either want to not be in walking mode, or disable floor collision, I don’t think there is a setting for not looking for a movement base.
Or of course just not attach, put the character inside as is instead.
My seated mode for things like the template car switches the movement mode out of walking to prevent very thing.
Hello . It’s been a while since I used plugin. Was there a setting to disable the property that causes the player to be pushed away when moving and colliding with the environment? I want the player to go through them instead of being pushed back. I don’t know if there have been any changes to that in newer versions, I am using the 4.23 version. Thanks.
How can I be sure that walking mode is disabled ?
Because it doesn’t seem to be collision problem, my character doesn’t hit anything
It seems that my character camera is moving half the speed of the headset (mainly when moving X or Y, not in Z) and not smoothly
If I disable offset by hmd on the replicated camera the movement is smooth and correct.
Changing collision settings will do that, it obeys all of the collision settings that you use. There is also the bWalkingCollision setting that lets you flag seperate collision for during locomotion than when just walking around the room so you can have walls block you when sliding, but not block you when just walking in real life with no artificial input.
change the movement mode of the character movement component to none (SetMovementMode or SetReplicatedMovementMode). If you didn’t change anything then you are definitely still in walking mode and are receiving additional motion input from the HMD.
Changing movement mode didn’t change anything, it’s even worst ! If movement mode is None, the Character doesn’t move anymore at all.
It worked before, but I am unable to find out when something was broke and what I have changed.
There’s something strange about my character :
It inherits from VRSimpleCharacter, but its hierarchy is different : VRReplicatedCamera, ParentRelativeAttachment and both motion controllers are attach to VRSceneComponent and not directly from NetSmoother. Could it be related ?
After further investigations, it seems that it’s a replication problem, like if my client was always corrected by the server.
I don’t know why. I thought I activated all client-authoritative parameters so it shouldn’t
VrSceneComponent? That would normally be an issue having a different root, but that shouldn’t even exist in it by default. So yes you may have broken something.