The console command to execute it should be working, that is all that the slider is doing.
that pops up all the time, you kind of need to go into debug mode and figure out what array it is asserting on
The console command to execute it should be working, that is all that the slider is doing.
that pops up all the time, you kind of need to go into debug mode and figure out what array it is asserting on
There is an OnDroppedGrip event for each motion controller that you can bind too, you can also override the OnObjectOutOfRange event on them and handle dropping objects for yourself instead. Generally for things like hand animations and handling cleanup, OnDroppedGrip is going to be your best bet and the nicest workflow.
The slider normally involves no rotation, if you attach it to a spline then you can have it orient along the spline, but generally the best bolt behavior is going to be custom scripted using the CustomGrip mode. There is an interaction example of a blueprint scripted slider with rotation and linear offset in the template (I know that you said that you can’t download it, but that really is the best example of ) that people have used as a bolt base. It really comes down to how complicated you want your bolt interaction.
Generally yes.
Physics, the physics prop grip script has an example of it being used to enforce mass on grips, really anything that weighs more than the grips constraint strength can handle will act like it has mass. Setting the Linear and Angular Stiffness Coefficient in the advanced physics settings of an object to 1.0f will go the farthest here. Constraints in engine by default get stronger the farther away from their target they are, using that coefficient that I added for grips and setting it to 1.0f will make it so that the grips are a constant strength and it will be a lot easier to fine tune mass based behavior on the object in question. Also a plane constraint would totally work, if you wanted something literally enforced, sounds like you had something setup wrong.
hay, so I’m having an issue with controllers not appearing in build.
happens on 1 out of 20 computers, so its not on all computers, rare but it happens.
on most computers the hands show up just fine, but some rare computers there are no hands (only in my vr expansion game, hands appear normally on those computers in every other VR game and app).
I tried to:
the Build was created in unreal 4.25.4
SOS
As in the controllers don’t track, or the visible hands for them don’t show? Those are entirely different things.
hi, i just starting with the vr plugin, look amazing, but i cant do snap turn, i watched video tutorial and snap turn appars like a feature already done, i have oculus rift s, unreal engine 4,25 and tried whith the example project. thanks
Bind “PerformMoveAction_SnapTurn” to an input. Perform Move Action Snap Turn
The 4.26 template is getting a lot of that side of things re-done and has it by default already bound.
thanks for help, i will try to do, i am noob with unreal engine, but high experienced unity user
Hey, I encountered a problem and would appreciate any help. I added some buttons to a vr train and sometimes the buttons do not work (I have a hunch that is due to speed). I attached a video of happening. Whenever train is moving faster than a certain speed the button stops working. In the video example the train brakes are engaged so it is gradually stopping and after few seconds the button starts to work. Is there a way to fix problem? Maybe it is a problem from my side? Thanks!
You may want to specifically attach the character to the train in case, character movement components “catch up” to moving objects they are standing on and due to things not ticking at the same time the hands would be brought out of overlap with the button. While in the cabin going high speeds you look like you are mostly stationary, so if you treat it like the SeatedMode of the example car you should move “with” the train and not be brought out of overlap.
Another solution would be to handle the overlaps with a delay before de-interacting, or to use a physically simulating button instead which would be brought back in line before the physics thread is ran.
Hi all,
sorry to post again, ref weapon holsters.
I am having a nightmare getting anywhere with it.
I either get issues with scale changing dramatically, the weapon preventing character movement or a complete failure in the nodes during compilation.
Does anyone have a screenshot of a working setup that I can look through please. Or is anyone able to breakdown the drop and socket functionality.
Thank you and stay safe.
Phill
Thank you . I did find the issue. Seems that the console command vr.pixeldensity 1 was set up in the template at the start on blueprint Steam_VR_Player_Controller. After taking it off from there, the .ini set up for the vr.pixeldensity works fine.
I have some more questions, if you may.
How could I enable the hands to grab even, if there’s nothing near the hands? Now when I build the template for Oculus Quest, the hands do nothing while using the grip or trigger, when there’s nothing to be gripped near the hands. When I click play in vr on editor, the physical grasping hands work perfectly with the oculus quest hooked up with virtual desktop, but no gestures and animations after building on Quest.
You mean the curl setup? You have to either approximate curls or blend between hand poses, if you are running through steamVR with link than they get some curl data from steamvr I believe, however oculus doesn’t provide the equivalent. You can run any animation on the hand that you want, I leave that up to you, the grasping hands are demo’s of the auto curl and the welded body driver.
If you just mean the hand playing the fist animation on button press like the epic template than that is just playing a hand animation on a state change.
Thank you for reply .
I would be very pleased if I just could make the physical grasping hands to grab(form fist) when trying to grab when not near any grabbable object… Is it just matter of playing animation? And where would I need to set it up?
Yes, and in the animation blueprint, same setup as epics template hands, just run an animation forwards / backward when the button is pressed / released.
Thank you very much for .
I’m embarrassed to ask more help, but I’m coming from Unity and I have tried to get to work. I can’t understand where and how I should set it up.
If it’s not too much to ask, could you please help me to set it up?
Add a boolean variable [FONT=Courier New]‘IsOpen’ to the GraspingHand blueprint (VRExpansion/Vive/Testing/GraspingHand) and to the GraspAnimBP as well. Open the GraspAnimBP, on the left hand panel open the EventGraph and add the following:
](filedata/fetch?id=1835855&d=1606259307)On the left hand panel open the AnimGraph and set it up way:
](filedata/fetch?id=1835856&d=1606259504)Then open your pawn blueprint or the Vive_Pawn Character, if you are using the default pawn. Find the InputAction PrimaryGripLeft and Right events(yellow box) and change it tho :
](filedata/fetch?id=1835858&d=1606259908)Basically, These input actions get called when you press trigger. You set the IsOpen variable to true or false in the GraspingHand bp, make sure you get checkboxes right. The animation blueprint reads value on every update(first screenshot) and the AnimGraph will play your open or fist animations, depending on the value of that bool. Let us know if it works or not ![]()
There are probably better solutions, but hey it works.
Thank you very much Eanir! I really appreciate your help!
worked perfectly!
Hey, thanks for your response, I tried turning on the seated mode, but my character just falls trough everything (when seated mode is off it does not). Thank you for your help!
PS: Also I encountered a different problem, I am using VR interactive assembling (if it is out of your support range I will try to figure out myself
), I converted the interactive objects that the parents would be GrippableStaticMeshes but when I try to pick it up the hand grips it correctly, but it fixes onto the object and I cannot move neither the object nor the hand.
Is there a way to attach objects to a socket so it would appear on the hand with pre-programmed transform?
You have to provide a valid seat attachment parent for it to attach too. Its not actually seated if it is “falling”, SetSeatedMode literally attaches the character to a given parent component. But you can just use normal attachment as well.
As to their framework, no idea what its doing, can’t provide you with an answer there.
Basic Gripping – VR Expansion Plugin you can actually do really advanced snap transforms as well but that is the basic form
Thank you all for your precious help already!
Now that I got the animations working with physical grasping hands on Quest, next I’m trying to find out how can I change the hand models all together for the physical grasping hands from default matinee hands to something more human?
Is there any tutorial available or does anyone have any instructions about how to do it?
Edit:
Never mind. Figured out myself. Sorry if I’m asking too beginner questions here, as everything still is very new in UE4 for me. I’m coming from Unity.