Use the physical animation component in your NPCs, and use two physics constraints with hard settings (not soft) to lock the palms to the weapon at the correct locations. Pushing against the blade would push the physical arm back as well then, same goes for if you wanted physical arms for the player as well, it would be best to throw out the custom grip logic and go hard constraints and manage the constraints on the arm bodies instead.
You can just “attach” if you are using one handed with welding enabled and that would work as well, but constriants will let you be more flexible going forward.
Turning off replication will not effect the local movement of the HMD normally no, it sounds like your client somehow set it up so that the player is not fully possessing the pawn and is receiving camera replication on the camera they are using for their local view. The clients send their local camera transform out to the server via RPC and it is returned back to all (non owning) clients via a replicated variable.
Not entirely sure how that could happen, it would take some effort to break it as much as that. Its possible that they removed the Cond_SkipOwner part of the replicated variable?
I still have users in multiplayer in 4.22 so it is highly unlikely that a feature back port broke any of that (still possible, just very unlikely).
The camera updates its local position on GetCameraView, which should set later in the frame than replication, so the mostly likely outcome is some sort of setup where they aren’t fully controlling their pawn somehow.
hi. morendetral.
I am currently modifying the climbing logic a bit and I have a question to ask.
Climbing actor was implemented through on grip and on grip release event, but when climbing mode is applied through on grip, there is no collision reaction with climbing actor.
Are there any variables that can change setting?
Climbing actor used “grip type - events only” to make use of only the necessary gripping events.
I set MoveIgnoreActor on actor grips so that pushing them into the body doesn’t stop the pawn from moving. You can either delete the entry again by calling MoveIgnoreActors.remove the actor, or grip a component inside of your climbing actor instead.
I will also change the source so that event only grips don’t do that step, it was an oversight on my part that they are.
Edit Changed to no longer ignore movement on events only in 4.24+
Whenever i grip something with the grasping hands, the hanbds phase through the level geometry. Is there a way to make the hands count as collision for the gripped object. IE them getting blocked on the level along with the held object?
In the SetupPhysicsIfNeeded function you would want to make the DisablePhysics node enable instead. You would also likely want to them setup the welded body driver on the non simulating hands as well as I am not since they weren’t colliding.
Hello .
I wanted to implement plugin to my project. But I’m using the source version of 4.24 and already added the missing brackets in the sourcecode so the vr hands are not offsetted anymore. Will interfere with the plugin? Thx in regards!
Ue4.24.3 has a bug where the motion controllers position are offsetted by something around meter on the x axis.(forward) The solution that epic suggested was to download the source version of the engine and add 2 missing brackets in the source code. That fixed the bug. But since your plugin is working without problems in version i thought that maybe you worked around bug inside the blueprints.
I don’t use their controllers, I use my own subclasses. I was aware of a ResetOrientationAndPosition issue with the steam input module but it should be fixed in 4.24.3, where did they have you add brackets that they were missing?
Ah, no that should also be in effect in my plugin, its a problem with the new input module for steamvr.
However it would only come into effect when resetting Orientation and position, and I do not do that in my template as its fully roomscale. That is the bug I was talking about in my earlier post.
Hello, I found an interesting document on how the walking dead implemented stabbing and the variable force required during the stab and the withdraw with the use of curves. https://www.unrealengine.com/en-US/t…saints-sinners. Would anyone have any suggestions on implementing into the melee script?
Ok, i make a seated game and i reset the location and rotation on begin play. And also via action buttons.
i tried to add the plugin to my project. It builded one and ignored one. Also when i now opening my project now the hand offset bug is back.
You could do that by variable constraint forces on the stab, they faked a lot of the physics of their interactions which you could do as well. But as is with how it is setup now, you could make the initial penetration just slightly into the spot with a strong force, then sample the constraint impulse against your threshold to decide whether to relax it (let it breach in) or not by setting a new constraint stiffness / damping and offsetting the local pose to be inside the object more.
You can do all of it in BP post the penetration detection, which is why that part was left out of the script itself in the first place, for customization.