Hello ,
As I want to make the player to be able to move in the cabin, how would I make the buttons to be physically simulated?
I believe that it would be more robust to do it using physics than delay or you would disagree? If so how should I pursue adding the delay?
Furthermore I did try to make it work with attachToActor, but the character became faster than the train so I did as per one of your suggestions to change from walking mode. I was not sure how to do that, so I disabled movement, but I got the same result. Is there anything else I would need to do?
attaching with a movement mode active is going to cause issues.
As for physical buttons, just constraining a cap to a base and detecting it bottoming out via an overlap zone or manual checks against the constraint linear position works fine.
How should I approach on upgrading my project from ue4.25 to ue4.26?
I have already created bunch of dirrefent kind of guns and modified the vive_pawn a lot on ue4.25, but there’s few oculus related things in ue4.26 that I would need.
I’ll note that 4.25 - 4.26 is a harder than normal upgrade as some interface changes were made to prep for ue5. You don’t have to worry about the BP changes coming from an established project if you don’t want to deal with that part of it, those changes were made to clean up the example template going forward.
I do also have one minor another problem too.
If I have started the listen server on one computer and joined the session with another computer and moved around the guns, when I connect third pc to session, the guns seem to float in air on that new client approximately at the points, where they were dropped (released grip) and cannot be picked up. I’m guessing they stop replicating, when released, but they do fall from the release position to ground after that. Is there simple way to replicate the current position to other clients?
I can take a video of the problem if it’s unknown until now…?
You just need to get your replication settings correct, don’t “Load on client” objects that you want in their initial positions, make sure that replicated and replicate movement is true and make sure that you don’t have them set as static (there are issues with collision and moveable static components in multiplayer).
You just have something misconfigured, objects don’t “stop replicating” when released unless they never were to begin with, on release the plugin restores their original replication settings.
We had a blast today at the virtual office with the Team!
If I only learn to get the replications set up correctly, then will be useful!
VR Expansion toolkit, advanced sessions and Epic online Services for crossplatform experience!
How would I go about Grabbing an Actor at the pivot point of the static mesh component of that Actor?
when I grip a grippable static mesh actor now, it grabs it at the point where the hand is, I want the actor to snap to the hand at the static meshes pivot or center of object.
The reason being that I’m changing the static mesh at the moment of grip, and the new static mesh is smaller so it is not in the hand anymore, its floating under of over the hand depending on where i grabbed the actor in the first place.
The default implementation is to set a socket on the mesh where you want the grip to happen using the prefix name of VRGripP. Then if you wanted multiple locations you would make other sockets with VRGripP2 ect.
You can override GetClosestSocketInRange to pass out any location (components, splines, procedural) though instead if you want on the object.
As for the scaling, you would need to either do it before the grip initiates, account for it in the grip, or modify the grip transform post grip to account for it. Gripping stores a relative transform that it tries to keep objects too.
Hi I have been trying to get the laser beam for the pulling objects to always be turned on and not have it where I have to toggle a key. Where would I go change that?
Also I had a question, does anyone know where the laser beam checks to see if it is hitting an object? I want to add in a highlighting to the object when the laser beam hits it.
Hey!
Could you give a brief explanation on how the procedural mesh works with the slicer / slicer-dummy?
I struggle to get it to slice properly inside of VR however; it seems to work just fine when on PC and im not sure as to why or how that makes sense, haven’t really touched anything thus far.
Well it slices better when already simulating physics, more so in low fps situations, it also requires that the “sword” be active by holding the interaction button down to highlight the edge.
I would say that using a physically simulating sword or tracing ahead would provide better results, however it was just a quick mockup showing the logic of slicing.
Is there a way to use plugin to grab thin stacked objects like a stack of playing cards, or do I need to switch to raycast grabbing? I currently have a stack of playing cards attached to the BP_PickupCube blueprint, which does work but it is very difficult to only pickup the top card without grabbing multiple cards or a card(s) as well unless you can keep the trace sphere at the perfect height to not touch the cards below. Any suggestions would be much appreciated on how to just grab only the top card in the stack.
You can use a normal trace instead of a sphere trace, it already attempts to pick up the first collision from the array of ones hit, but when in penetration it falls back to overlap. There are grip priority settings as well but it would be annoying to try and juggle that.
The pickup selection is entirely blueprint in the template and up to you, can change it freely.
Ah excellent, I will try right away! Is there anything in your documentation that speaks about how to change it from sphere to normal trace? plugin is amazing, I will be joining your patreon to make sure project continues indefinitely… you have saved me so many hours already!!!
The docs don’t really cover the example template, but if you go in to the character under the Gripping function category there is a function called “GetNearestOverlappingObject”. You can change the multi sphere trace to a multi line trace or even a simple line trace.
Its a multi trace by default as it allows you to use the GripPriority field to filter overlapping objects by their priority (IE: a slide on a weapon wanting to be picked over the weapon itself in most cases when a trace hits both).
I switched the multispheretrace to a multilinetrace, but I still get the same behavior. I am guessing there must be other modifications necessary, I think I need to learn a bit more about these functions before I continue. Thank you so much for the help though!!