I created a simple tutorial for the basics. I going to make one for hand animations and grabbing as well
http://www.digital-messiah.com/post/creating-a-vr-character-in-unreal-engine-4
Ah, thats something that a community member added when he added a seperate left hand mesh.
Didn’t realize he edited the construction script as well and was using that var, I switched it to use the EControllerHand type. Also he imported the left hand as inversed bone facing like the manniquin has, i’m talking to him and a couple others about best setup there, I would prefer to use inverse scaled right hands for the left, but the engine has 4 seperate bugs I have ran into so far with inverse scale that effects rendering, collision, simulation.
Are your inputs even firing off? You need to check that and regenerate input bindings in the new steam input menu if they aren’t.
Leave a post here, if you come up with a solution
I have guns that are oriented down the Y-axis, and if I turn on dedicated server, they are facing they wrong direction when gripped. The server actually has them in the right position, but the client doesn’t. I can’t get the setting in ‘Weapon Root Orientation Component’ in Gun Tools to do anything.
Any idea what could be?
So what I found is that the “Grippable Skeletal Mesh” grabs the root bone, while with a regular skeletal mesh you can grab any part of the mesh (and it attaches the grip to the bone(s) assigned to that part of the mesh, I think). Of course with a regular skeletal mesh you don’t have the same control over the rest of the gripping parameters…
Is there any way to get behavior also in the Grippable Skeletal Mesh?
Oh, and another thing I found: For the VRDial, VRLever, VRDial & VRMount the “Set Grip Priority” is exposed in blueprint, but for Grippable Mesh and Grippable Skeletal Mesh it is not. Any chance these can be exposed as well with the update to 4.25?
Thanks for the reply! Yea they do. I followed Eanirs tutorial, and finally got the hands straight incl. grip_anim! I´ll try out the other stuff now.
Thanks @Eanir, much appreciated! Would love to see further tutorials from you!
PeacePeace!
Not worth pursuing currently after more testing, there are just too many issues with inverse scaled meshes and physics. I’m either going to move to the steam hands for the example or use corrected left hand.
Weapon root orientation is used to define the forward vector of the weapon for recoil and stock mode, not to alter the gripping (sockets / relative transform defines that), the template gun is also Y+ for that matter.
Are you sure that your dedicated server has it correct? They wouldn’t visualize with a dedicated server and grip transforms are stored statically, so unless you are modifying the transform or somehow gripping separately on each connection it shouldn’t be different.
If using the template add the PerBoneGripping tag, if not using the template than you need to pass the bone name in to the grip function as well as use the bones transform instead of the actors when passing in the relative transform to use.
That isn’t a function, the interactibles are just not based on a grippable base and only implement specifically what they need, so they have a variable on their base with the grip priority. The GripSettings structure contains the normal grippable GripPriority and you can directly set that.
I can add a utility function though.
I somehow can´t assign any GestureDatabase to my (OpenInput)SkeletonMeshes… Neither the one provided by the example scene from the Vive folder, nor one i created myself.
Any suggestions on that?
What do you mean can’t assign? They don’t show up in the search list when clicking on it?
Yea, inside the mesh under VRGestures - Gesture DB, the dropdown menu is empty.
Thanks for your support btw!
I´m currently using example project:
https://bitbucket.org//vrexppluginexample/src/default/
Is there maybe a more recent one i have missed with more stuff or something like that?
hey guys sorry to bother, i need some lights.
Well i am trying to lock the hand mesh at the secondary grip on the weapon. When i do the secondary grip i want to use the animation on the hand (to hold the weapon) but the hand can’t move, while doing the influence on the weapon.
I tried to use the multigrip option and it works partially, the hand gets locked on the secondary socket on the weapon but i can still move the hand and feels weird. I believe theres some easy way to do i am being kinda noob on .
If is simple, can you share the solution you guys are using?
Make an OpenInputGestureDatabase data asset, you are trying to assign the wrong gesture library to it. The other one is for motion tracking with the GestureTrackingComponent for motion controllers.
Thanks that worked out so far.
Dang so many questions… Hope its fine to spam threat?
I wonder how to record in general, but further how to record movements. Since i want to do locomotion via actual swimmingmoves.
And is there a tutorial on how to do the grab stuff with hands instead of pointing onto the targed?
Think i found it. For everyone who also needs to know: Basic Gripping – VR Expansion Plugin
Hello! Just wondering if UE 4.25 support is coming soon. Thanks for the consistently great support!
It’s already done (i ported to it in previews), i’m just waiting on the release version of 4.25 to finish compiling shaders so I can do a final test before taking it live.
Perfect! Thanks for the quick reply. Looks like the release version was released earlier morning!
Looking forward to using fantastic plugin on the newest engine!
Generally you want to wait until at least .1 of a new release.
For instance…right now anything saved in the last preview is showing up as from a newer engine version than 4.25 release. Going to have to work around it to get some changes I made in to the release version.
Yeah actually the server might have it right. The problem I was having tracking down the issue is that the transform is correct if I turn off dedicated server
it’s something about the section where it spawns teleport controllers and sets up grips that isn’t functioning correctly on the server