VR Expansion Plugin

I have a grippable box on the VR player character that, when grabbed, spawns an item and then attempts a grab by using VRE’s Grip Object function. I’ve put ‘VRGripP1’ into the Optional Snap to Socket Name field. The item that is spawned is a grippable skeletal mesh, and has the VRGripP1 socket added to the skeleton.

However, while the object ends up being grabbed, the rotation is not correct - the location seems right though? Momentarily dropping and picking up the item amends the rotation problem (and on a side note, picking up the item when it is put in the world manually has no problems using the socket with the correct location and orientation.) However, I’m having trouble figuring out how to get the rotation to be correct the first time. What can I do to ensure the socket location and rotation is properly used?

With the World Offset Rotation set to 0.0, the rotation is definitely not matching the VRGripP1 socket rotation. I’ve also tried using the ‘Convert to Grip Relative Transform’ and ‘Convert Transform to Relative’ (see attached screenshots) to set the rotation, but neither of these correct the rotation, or perhaps I’m using them incorrectly. But all indicates to me the socket isn’t properly used, and I can’t figure out why. I’ve searched thread for things like “grip socket” and “grip spawn”, but none of the posts really seem to cover . Any advice?

is with the default melee actor example? Last I remember stabbing wasn’t functional, was there an update? looks really good

Teleport onto Movable Platform
Anybody know how to set up a movable platform so that you can teleport onto it? The teleport destination doesn’t seem to recognize movable objects. When I flipped it to static it recognized it again. I’d like to make it so that you teleport onto a platform and the platform can slowly move the player up or sideways without sliding off.

EDIT: I think I figured it out. The teleport “Trace Teleport Destination” seems to only look for “WorldStatic” object types. I left the type as movable and under collision on the Static Mesh, changed it to custom and then the object type to “WorldStatic”. I was then able to teleport to it and the platform moved and I didn’t even get thrown off like I would have in Unity!

Mmm, no it should work with that setup, the alternative would be if you are testing with an FPS pawn as they don’t use the motion controller profile offset for the controllers so they would have a rotation offset with that setup.

Stabbing has been in since the melee stuff was made.

Crazy, for some reason it never worked on a 4.24 build i was on and I just assumed it wasn’t complete. But I just tested it and it seems to work great now.

Few adjustments and it’ll be ready for the projects needs…

again as always, the plugins much appreciated

Sorry for the random question, but what exactly is the use case for the VRE_PhysicalAnimation component vs the standard PhysicalAnimation?

It has the WeldedBoneDrive embedded in it, which is very useful for physical meshes.

Also some future improvements possibly, I have some notes sitting around somewhere.

Hello, what about render target manager? is possible to replicate via client on dedicated server? I dont see how to work with :C

If setup like the one in the template, if you turn on the replicate initial data bool, it should work fine, regardless of if it is a dedicated server or not. You just have to load balance the data variable around what your project uses for bandwidth settings.

What’s the WeldedBoneDrive function used for? Is it to drive angular constraints or something else

Currently experiencing a bug after replacing our character with the grip mesh instead of the regular… anytime the physics enabled skeletal mesh bumps into another of the same, a warning pops up saying that “to addImpulse, root 0 must be set to simulate physics.”
Something simliar. I’ll get a screenshot next time…

a known issue or is likely on my end? It’s not really breaking anything, just a bit annoying…
Only started popping up once i set the default char mesh to be grippable…

Thanks again for any help

It lets you weld shapes for bones together in a parent bone, and then drive them to animate to match the bone they originally targeted. keeps joints rock solid on a simulating mesh but still deforms the collision to match the current animation.

Sounds like you aren’t disabling the movement component when the mesh is simulating and its trying to apply force from the capsules movements. Regardless, no there isn’t anything special there, but component replacements do cause some minor inconveniences sometimes.

thx you, it working nice. I thinking about widget replication from render to texture, try to create

That would be the worst way of going about widget replication, you would be far more network efficient by syncing states than by doing that.

Hello all, I am trying to figure out the best way to add an impulse to the VR character as a way of locomotion, for example as a thruster on the controller for flight or a quick dash … Sorry if question has already been asked. I’ve tried using impulse and force with all the components in the BP but figured I’d ask here. Edit: just to point out I haven’t really been able to get any impulse at all.

Thanks in advance.

The character movement components impulse and launch nodes should work just fine, but you have to break the threshold to enter into flying mode in order to take off unless you manually launch or enter flying mode.

Its the same as the normal engine character.

Hi,

Thanks a lot for providing great plugin, you helped me a lot !

I’m now in a struggle regarding physics over network. I want 2 players having fun with a ball without gripping it (ie. Volley style), but while the ball reaction is great on hosting client side, even after improvements on replication, the ball reaction when the remote client player hit it is still quite random, or at least inaccurate. Physics computed server side is usually the recommended way to go, but I think the network lag renders the experience inaccurate for the remote player, so I was wondering if there is a way to make it remote computed ?

It’s probably more an engine subject than VR (see message), but I wanted to know if you VR people, had to deal with problem already, and how ?

Thank you very much for reading, and for any help !

Thanks again One more question I have… working out some melee stuff, for the dagger, on event tick I am determining the speed of the dagger using an added scene component, if the dagger is moving fast enough i set a bool to true… as long as that bool is true, when the static mesh component hits another actor, i apply damage and make some effects. Now for some reason, functionality works great at the start, but after some stabs and slices it will still stab but it stops detecting the component hit events. Any ideas why?

](filedata/fetch?id=1811314&d=1600046974)

No immediate ideas as that could be caused by several things (and the stab uses the event hit so its still firing), however I use the impulse of the hit instead of a tracked velocity as the velocity was causing issues with low framerates when people hit reprojection.