Not sure if was already on your radar to fix, but it appears there are a couple of tweaks that can be made to the VRLever (my usecase is a door, so i’m reporting for Z-Axis only here):
Using “Set Lever Angle” works fine, but reading out “Get Current Lever Angle” gives the opposite value
When using a negative value in “Lever Limit Positive” or “Lever Limit Negative”, the Retain Momentum function gives the opposite momentum, so the Lever continues to rotate in the opposite direction
Both easy to work around in BP, but perhaps worth adjusting… If you’re not too busy with porting to 4.26 (man, that sounds like a headache with the new Physics Engine!)
What version are you on / how up to date are you before I look into those? I did some changes related to those sections of the lever not that long ago and it doesn’t actually do that for me.
Hello, in regards to the damping and stiffness of a stabbing constraint for variable stab resistance is the linear limits /soft constraints on the Stab constraint what needs to be edited. I cannot figure it out and changing those values seems to have little effect. You have stated achieving the effect of resistance can be done by adding some dampning to the constraint holding the stabber to the object but I cannot figure it out. Kind Regards.
Could you show me screen shot of where would be. I tried looking just about everywhere to try to find and didn’t see it. I’m guessing I just missed it somewhere.
Then you hide the wrong one, if you are using the grasping hands they have their own attached to them.
Just fixed the SetLeverAngle issue, sorry I had misread your report weekend.
As for the negative value, whats your use case for setting that to a negative value? I’m specifically clamping it to positive values, if its just makes more sense mentally to you than I can ABS the value so it always turns positive on the back end.
Hello, with the gun tools and a interactive collision with physics grip type ( such as in a base template) seems to take a reasonable amount of ms. Upon profiling most of seems to come from updating the primitives and updating the overlaps. Is it not a viable grip type to use performantly with the gun tool at time? Anyone implemented physics firearms that would have a recommendation on how to optimize?
That is the physics thread cost of moving the object around, you’ll want to manage that by handling how many collidable bodies you have on the gun at the time, it really should never be a major issue unless you are going pretty extreme on component count. For that matter though, you’ll get overlap check costs that are hefty regardless of it being a simulating object or not if you are moving it around with lots of full collision components on it.
You can turn off overlaps, manage collision, or merge bodies to help alleviate it, same as on characters where a large portion (or even the majority) of the cpu cost ends up being in physics thread updates.
I’m going to assume that if its actually something that is noticable to you in profiling that you must have a large component count on your weapon and are running full collision instead of query only or something lighter.
I’ve only been working with Vive_Pawn Character. I’m working in first person, and didn’t realize . So to confirm, the FPS_VivePawn Character is a subclass of Vive_Pawn Character that can still have an impact on VivePawn Character?
I don’t have any other suggestions for you, that is literally the fix. I don’t know if you modified something somewhere or if you are using another subclass of them with it unhidden.