Thank you so much!
If anyone migrates content from the example project to his own be careful if you copy the config files.
You have to remove in DefaultEngine.ini –>
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName=“TP_VirtualRealityBP”,NewGameName=“/Script/VRExpPluginExample”)
+ActiveGameNameRedirects=(OldGameName=“/Script/TP_VirtualRealityBP”,NewGameName=“/Script/VRExpPluginExample”)
+ActiveGameNameRedirects=(OldGameName=“TP_FirstPersonBP”,NewGameName=“/Script/VRTemplate”)
+ActiveGameNameRedirects=(OldGameName=“/Script/TP_FirstPersonBP”,NewGameName=“/Script/VRTemplate”)
GameViewportClientClassName=/Game/VRExpansion/Vive/VRViewportClass.VRViewportClass_C
part or it will give you an unknow cook error message… kinda spend a lot of time figuring out why I couldn’t package even after I deleted all the content.
Hay, can I have a socket for each hand?
when A “VrGripP” socket on an object it works and grabs the object from the socket, but the location of the socket is only good for the right hand, I want another location if grabbed with the left had. is that possible?
In the template flagging the objec with the PerHandSocket gameplay tag will make it search for VRGripLP and VRGripRP instead
So I’m getting some weird behavior with the climbing in the example template. For some reason I can only use my left hand to climb if I grab underhand and I can only use my right hand to climb if I grab overhand. I did completely cut off (but not delete) some of the pin connections for things I wasn’t using in the Vive Character pawn like teleportation so maybe that affected it?. Does anyone know why is happening?
check your collision sphere locations, climbing initiates off of overlaps / traces with those.
I’m trying to get the 2DKeyboard widget to work inside a widget, but I can’t figure out how to get the input from keyboard to editable text box?
How do you transfer the keypresses from 2DKeyboard to input for text boxes?
Am I trying to do it totally wrong here?

You should just be able to Append that text output to the string, and you can switch on the KeyType (Special Key Type) to do the append on type None, or handle what you want to do on backspace (trim 1 letter, or w/e) / enter, ect.
I know most of my interactions are in discord now, but wanted to make a note on the thread that 4.26.1 version was updated yesterday to fix a type introduced that prevented packaging against the latest version.
I cant get motion controller attached actors to collide or generate hit events with anything. Do i have to use grip motion controller components then?
Sounds like you just have collision settings wrong, grip controllers don’t change how the controller moves so it wouldn’t help there.
Sorry for the late reply, forum never showed me post.
For the spawning, if you want to make it super easy on yourself you can have a grippable collision component with grip type set to “EventsOnly” that will only throw the OnGrip and OnGripRelease events and you can use those to trigger your spawn. Gripping the spawned object then can be done normally by calling GripObjectByInterface with the calling grip controller that is passed in with the OnGrip event, the basic gripping section of the website tutorials covers that.
You can also call one of the example pawn functions to grip the object but hand coding section into the spawner base class may be better for your uses.
Bow and arrow works essentially the same as the vr template. For the rear string you can just have a grippable component there to drive things off of if you want. If you want the bow to orientate with the rear hand (rotate) you can AddSecondaryAttachment when gripping that. You could also just have it be a secondary attachment socket on the bow bone there and drive everything off of OnSecondaryAttachment events, really up to you.
Pre-built binaries have been uploaded 4.26.2.
I am unsure if will be seen as my threads are ended in oct 2020 and appear to have been partially wiped…
Engine Crashes with collision set to “Use Complex As Simple”
I’m seeing engine crashes when using the plugin with collision set like : the moment the VR player interacts with the SM component, the engine crashes. When collision is set to project default, everything works normally. The crash happens with Grippable Static Mesh Components but in my testing the VRLever and VRSlider seem to be fine.
I’m still on 4.26.1, with the plugin from January so it’s possible was already fixed.
There is no fix for , you cannot simulate UseComplexAsSimple meshes or the engine crashes.
The plugin isn’t actually crashing, it is intentionally throwing an assert with the message to fix your collision settings specifically to avoid the engine crashing without a message.
The reason the levers are fine are because they never physically simulate. Generally if you are trying to use complex as simple ever with simulation you are approaching it wrong and should generate some high quality physics assets instead to save perf.
I mention as I haven’t checked with Chaos and it may allow , but last time I checked their (chaos) ComplexAsSimple non simulating collision is a direct copy of the vertices and that would be very inefficient when simulating (or period).
Alright, that clears it up… Thanks for the detailed reply!
Hi ,
Is there a way to simulate “lag” when gripping an object? I would like to grab a sword and make it so the sword lags a bit behind the controller position to simulate weight and also to make collisions more stable.
Also, is it possible to create two grip points per hand? I find that weapons behave best when double handed, I guess because just a single spring joint creates a lot of unstability when you move the sword fast enough. The idea would be to create a secondary grip every time I grab a sword with a less strength than the main grip but enough to stabilize the sword.
Thanks!
Have you looked at the example melee weapons in the example template? They already do all of that. How much latency the weapon has will be dependant by its mass and constraint damping with those, also the two handed on them is two entirely seperate constraints with different settings depending on if it is the “primary” or “secondary” hand position (more forward or rearward, depending on the setting selected).
For that matter, they also have spline based gripping on the shafts, penetration / stabbing, and hand repositioning.
Thanks ! I did take a look at the template and implemented part of the melee system in the game already
Daggers and 2h weapons work fine, but long swords don’t feel right imo, at least using the defaults, but maybe I’m doing something wrong:
- I’m able to generate “lag” but to do so you need pretty high values of weight and damping, making the whole thing feel like I have the weapon grabbed with a spring. What I’m suggesting is something similar to just lerping the controller position. Not sure if is how they do it in games like Blade and Sorcery or Saints and Sinners but the lag there feels much more like a lerp than to a spring.
- I already use the 2 hand grip on a single weapon, but what I’m asking is if it is possible to create two grip points on the same weapon using a single controller. is because long swords don’t behave very well and kind of “bounce” on impact, and I find they behave much more realistically when I grab the weapon with two hands.
Sorry if I didn’t explain myself well in the previous post and thanks for your time!
again the bound part is your settings being off, if you want full literal control you can set it to set the COM (center of mass) on grip and then you will have really good control over the object. Its disabled by default as generally that is too much control on long weapons for one hand. The long weapons are intentially unwieldy in the template and expected to be used with two hands, the one handed settings are set so that they don’t behave well.
B&S doesn’t lerp afaik, it literally handles mass and COM and constraint settings. the same way, however it has softer constraints (more damping) on the rotation than the linear movements…
Saints and sinners does some actual lerping in that they use an arm IK with a scaler delay input and change that delay, they don’t run things through physics very much at all in that game actually.
If you want to lerp though it is easy enough for you to make a grip script that applies a constant scaler to the motion and place it after the melee script in the list of them, it will set the target transform of the grip to something that you define. You are actually looking at less realistic behaviors like that, but more controllable yes.
