plugin is great and I want to thank for his extensive work. I am currently using the plugin for a project and I am making progress very fast. I have a burning question for the author, is there an easy way or maybe a suggestion to how the object grabbing from a distance can replicate on the server if the client performs action?
There are a few ways.
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You can use a LerpToHand grip script to have it lerp to the player post grip.
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Have a grip pivot at the end of something and then bring it in manually
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Lerp the object back and grip it at the end of the lerp.
If you are talking about the laser beam âtossâ in 4.25+, then that is a bit more fickle, you would have to run the logic entirely server side and I wouldnât do any of the hand adjustments that it currently does but just run it once so it maintains the arc. Otherwise youâll have to get into removing its physics replication and running the logic on all ends, or syncing things.
Edit I did modify it a bit to be server side and use a client request, in the end logic would probably want to be in a manager component in the character or something instead of in the teleport controller, right now its a proof of concept for people.
Thanks for the quick reply. I was referring to the laser beam âtossâ and I think itâs a very good mechanic. I will try to use your advice and make it work.
The very latest has a bit of a setup for that, though rough.
Hi again,
Hi again,
if you find the time, can you post some screenshots on where i find the armswing nodes? Still didn´t got thereâŚ
Thanks in advance and have a nice weekend!
Edit: ah i see in the new example template the left hand seems fixed. Nice!
https://i.imgur.com/BQNQJkd.png
The relative velocities are updated in one of the tick functions if the movement mode requires them. I have a task card to go in and change how armswing handles its facing soon as well.
Yeah thanks a lot, i´ll check it out.
Sounds lovely, i´ll let you know if i manage to get something going with that.
Peacepeace
Any quick guidance/elaboration on the custom move action you mentioned here? Using the regular crouch action and offsetting the netsmoother as you mentioned isnât very viable for MP.
Thanks again in advanced, and again for the work on the plugin
You can do the PerformMoveAction_Custom with a set of parameters that you want. Then when the move action is done (inline with the character movement, so not right at the time of calling it), it will call Event On Custom Move Action Performed so that you can perform your custom logic based on the inputs.
If you know statically what you want the crouch to do, then I wouldnât use any parameters for the custom move action in order to keep network bandwidth optimized.
I have a question; is it possible to have a fully phsyics player, like in boneworks or project TX? Ive tried and tried, but i cant get it working. I realised that the root being a capsule may prevent the full body collisions. Does nayone here know if its possible, or am i wasting my time?
Nimsonyâs work and boneworks are vastly different, boneworks still has a capsule, your legs donât really âcollideâ, it uses mostly physical arms. Nimsony attached a camera to a fully physics driven body mesh and held it together with contraints and drove it with physics forces.
Sure you âcanâ do it, going to be a ton of work tweaking to get it in a state that you like. They had a helping hand with a common unity physical animation framework that took a lot of the pain out of it.
You wouldnât be basing it off of the character class most likely though unless you wanted to ignore the pre-built movement anyway or deal with a lot of custom force application to it.
Just wanted to say thanks to everyone for creating and iterating on the VR Expansion plugin. I read some of the documentation, was pretty upset that I had spent as much time as I did getting arm swinging and snap turn working on my own, then tried out the demo and was pretty blown away by the number of features it lets you try out (not to mention that super clean and smooth arm swinging locomotion). The only thing that was missing was turning settings for using direct locomotion rather than teleporting, but I already saw that itâs built-in in the docs, so Iâm not worried about that.
Itâs really strange to me that thread isnât stickied to the top of the VR board, though. I struggle to think of a UE4 VR developer that wouldnât benefit from using plugin. The hand IK/grabbing system aloneâŚ
After messing with the demo, I was able to confidently move about half of my current pending tasks straight into the âdoneâ column. All I have left are features that are maybe a little too unique for a plugin, maps, and things like the UI. Iâll be getting on that Patreon right away.
Thanks again. work is staggering.
I would promote project to be the VR template for the blank UE4 VR project, instead of being a plugin.
If Epic had sense they would arrange for it to be the VR example project for Unreal 5!
I have problem with compilation.
(4.24 -> 4.25 migration. VS2019)
Grippables/GrippableCapsuleComponent.cpp : 51 row
2>Q:\projects\UE\DHC-Visualizer\Plugins\VRExpansionPlugin\VRExpansionPlugin\Source\VRExpansionPlugin\Private\Grippables\GrippableCapsuleComponent.cpp(51): error C2275: âUSceneComponentâ: illegal use of type as an expression
2>Q:\projects\UE\DHC-Visualizer\Plugins\VRExpansionPlugin\VRExpansionPlugin\Source\VRExpansionPlugin\Private\Grippables\GrippableCapsuleComponent.cpp(51): error C2248: âUSceneComponent::RelativeLocationâ: cannot access private member declared in class âUSceneComponentâ
2> Q:\pf\EpicGames\UE_4.25\Engine\Source\Runtime\Engine\Classes\Components/SceneComponent.h(154): note: see declaration of âUSceneComponent::RelativeLocationâ
RelativeLocation is really private variable. Can you help, please?
I had that too, trying to compile my 4.24 project with 4.25. Create a project with 4.25 and copy over your content.
You totally sure you are on 4.25?
That line should include my custom replication macro âDOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTYâ.
If you just ported over without updating plugin then you need to update, if you put the new plugin in but didnât delete the folder first then you need to delete the intermediate directory in the plugins folder to clean out the auto generated stuff.
Yes, I am sure, that I use 4.25 UE4 version. I copied Plugins folder from your example project. Then I removed Binaries and Intermediate folders. I made clean rebuild.
P.S. Yes, I have looked at your macro function âDOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTYâ. It wrote error on compilation in several files. : ) Thanks for answers.
Now I am not using UE4 network, so I have compiled without your macro. : )
Are you on linux?