How would you handle being able to hang off something using a weapon/pull yourself up with weapons ala what Boneworks does with axes and such? If someone asked before and I missed it, feel free to just mention a page number or something rather than reiterating.
Dunno if you’ve seen that in the game, if not I can try and find where it happens for an example.
Ok I think I corrected part by updating all the plugin.
But my problem still remain : it seems that there is a replication problem with the pawn location. How can i properly set client-authoritative replication ? I checked bIgnoreClientMovementError and bServerAcceptClientAuthoritative but nothing changed.
It’s clearly related to replication : when i play in editor, if I change remote role to Authority for the client, everything just go fine (for the client part, not for the server but it’s less important for me now)
You could handle it like B&S does where it reads the distance between the held object and the hand and adds a “climbing mode” like adjustment to sync back up.
Boneworks itself is a bit of a special case since it is an entirely simulated body.
I am very excited to try but I’m having issues. I am following the ‘install’ tutorial (both video and text) and keep getting the issue where it is advising me to rebuild manually. I have tried on both 4.23.1 and 4.24.3 on a blank project by placing the downloaded zip into the newly created ‘Plugins’ folder at the root of the project. Is there anyway around ? I have Visual Studio 2017 installed as well as 2019 - could be my issue?
need to extract the contents of the zip in there (and should really delete the auto generated folder name), then build the project in visual studio for the Development Editor build target. The engine launcher will not rebuild modules.
download the drop the plugin into the projects plugins directory if you want the source.
If you want the example content then you have to migrate it from the example project, which requires a few .ini transfers for it to work as is since it uses a custom trace channel.
What is the workflow of migrating the physics grasping hands? Also, how can I grab objects from the distance using the laser beam on the example map? I can’t figure it out ^^
The remote grab is in the 4.25 beta branch, as for the grasping hands migration, just migrating their folder should be fine, you’d have to handle spawning them then.
Hey
When i create a new BP with the GripableSkeletalMesh, with the new bp empty i try to compile and it gives a error with invalid data.
If i try it with the gripableStaticMesh class it compiles just fine.
Its an error on my end? Or can anyone replicate it?
Using 4.24 engine on the example template.
I packaged the 4.24 example project you can download here https://bitbucket.org//vrexppluginexample/downloads/ and got very low FPS about 17 - 20 fps down from 90 fps when you turn on the mirror. I’m guessing because of bug Unreal Engine Issues and Bug Tracker (UE-86191) is there any alternative to using a Scene Capture Component 2D in your project for the mirror or is there just no way to use a mirror in VR until epic fix bug?
You can set r.SceneRenderTargetResizeMethod 2 to “work around” it, they declared it fixed in 4.25 but I have been hearing some reports that it is re-occuring. If that command doesn’t resolve it for you then you aren’t setting it in packaged.
So do I use the execute console command BP? Would I set that in the mirror BP or would it be better to set it in the player character BP off an event begin play node? and lastly, would I paste “r.SceneRenderTargetResizeMethod 2” into the execute console command or “r.SceneRenderTargetResizeMethod=2”? Thanks.