I’m sorry, I didn’t understand which animation to add to blend by boolean instead of Idle animation? It’s a shame, the game programmer won’t come anymore, I have to take the project forward myself as long as there are professors like you.
One is that if it is possible, please send a picture of the hand mesh change.
I apologize again for my mental slowness…
Not entirely sure what you mean, why don’t you join the discord where its easier to go back and forth with examples.
I am sorry that I can’t tell what I want to do… by the way , what’s your dicord ID ?
Linked at the top of www.vreue5.com
Hi! First I want to thank you for your work! Your plugin is just great!
I’m facing this issue:
When I use a slot when capturing and the slot works at infinite distance, then at the start of the capture first the hand moves to the position of the slot on the object that we take, and then together with the object and the hand turns to the original right position. This looks not good. Question: how to make it so that after grabbing the object that we take moved and rotated in the position of the hand and not vice versa. I use a physical hand and Unreal 4.27
The grasping hands already don’t attach until lerping to hand is done, sounds like you are gripping at a distance without lerp to hand so it just attaches right away. Letting the object fly to you just with the constraint is likely not the best idea, i would enable the GlobalLerpToHand settings in the project settings.
Otherwise if you don’t want to turn that on, you can modify the grasping hand blueprint graph to attach when the object is within a set distance to the grips target transform instead of right away when the OnGrippedObject even is thrown.
Thanks for the answer, I still do not really understand, but is there a manual where you can describe more about the Grip system, because on the site I did not find information about " “GlobalLerpToHand”. Maybe there is an updated manual somewhere, because I understand that the one on the site has not been updated for a long time. Thank you!
It gets updated when it needs it, most of the information is all still the same.
Global lerp to hand is however one of the things I have not yet documented, but its in ProjectSettings/VRExpansionPlugin and is just a boolean and some options for how it behaves. It wouldn’t take long for me to walk you through it if you connect through discord.
I’m starting out with VRE and have managed to alter it to fit my needs, mostly. But there is one thing I can’t change which is the hands going through walls. How can I make it so that the hands don’t go through walls? If I change the GraspingHandsManny collision to “physics only” or “physics and query” they just stay there immovable at my feet.
I’ve searched through this thread and didn’t find a solution but sorry if this is a repeated question.
There is an option on the character to UsePhysicalHands which constrains them to the controller.
Thank you so much for the reply. So that’s what that is for.
Physical objects start going nuts when you release them.
One thing is odd and this might be an issue with Unreal Physics and not the plugin. In the video above I turned on colliders so we can see them. When I pass my hands through the dummy he reacts accordingly. But once I grab the head and release it, the hands start going through the head and the collision happens a little bit offset. But unreal still draws the collider on the correct place. Same thing for the torso of the dummy.
I assume this is in 5.2? UE5 since its previews even has had a skeletal mesh welding issue that kind of breaks the physical hands, when the skeletal mesh attaches the collision bodies of both go crazy. I was waiting for fixes but got fed up in 5.3 and temp set the hands to have no collision when they attach for a grip now and it shouldn’t be doing it any more.
I have 3 seperate skeletal mesh bug reports in, they haven’t been touched yet so no idea how long that workaround is going to be in place for.
It was a single node change in the BP graph though, and 5.3 also includes a few more of the skeletal mesh fixes (just not that one as I can’t dig that deep into the engine in a plugin to get to it).
Hello, Mordentral. I`m using fullbody IK with VRE, and there r some confused when I am grabbing object, GraspingHand will attach to object, I put the hand_r/hand_l of FullbodyMesh tracking the GraspingHand transform. When I am stationary,everything is ok,but I start moving the Object looks like get lag to follow the GripMotionController movement。Let`s look at this pic.
I also found the “Movement lag(FInterp?)” even in VRE-ExampleProject GripMotionController Grab。 I tried to modify VRGripInterface Settings parameters to remove the “Grip movement lag”, but its not worked.
So, How to make the grabbed object exactly match the GripMotionController while character moving?
thanks.
Well if its a physical grip its always going to have a little bit of latency to it, because its physical and is being moved by forces not directly. It can could be the reverse though and your IK is ticking incorrectly, you want it ticking after the motion controller by default (the skeletal mesh so the animbp fires after it). And PostPhysics entirely if using physical grips as otherwise it will move before the object itself moves.
If you don’t need physical grips just don’t use them though.
OK,thanks for the reply. Maybe I got a little understand.
I found change the Slot/Free Default Grip Type
to Physics Only
in GrippableActor can not get the lag when GirpMotionController start Moving, but there are new problems that the actor has no collison on grip (until drop), I set the collision enabled in Blueprint(EventOnGrip) to interactive collision, Umm… no collison as well. So, Could this be balanced without change the C++ source code.
(Im sorry I look like a fool, I pushed the VRE to some chinese UE-VR developers and they really like this plugin, so I usually share or make the tutorial hold myself when I got a new knowledge with it. And now, with fullbody ik, I get stuck in this problem a few days, ahaha…so sad. )
HybridWithSweep keeps it 1:1 until it hits something and then it simulates. Your problem though is that your IK is tracking the motion controller which has no simulation. Your IK should be tracking the actual object itself. They will never be 1:1 as long as you are tracking the motion controller with it and are using physics grips, the moment you push the held object into something or have the constraint weak enough that it doesn’t keep up the hand will seperate.
Hi, I’m using this plugin and the template in a project for Meta Quest 2 using some marketplace materials with parallax occlusion mapping (edited to work on mobile using a solution found in this forum), and I’m noticing that if I get too close to some meshes using parallax (walls from Medieval Dungeon pack) they fade away proportionally to the distance from the player, but not entirely (there remains some “tears” of wall).
I found that parallax can work on Quest 2 standalone in a starter UE5 VR template project, but how can I make it work on VRExpantion template as well?
VRE example is using forward rendering, the epic sample may not be. In general though check on the rendering settings.
@mordentral Hello!
I added a mesh to ParentRelativeAttachment, but the chest of the mesh protrudes forward. I need to compensate for this difference so that the camera is slightly forward and does not crash into the chest.
I tried setting the Custom offset (X=-10.000000,Y=0.000000,Z=0.000000) value in the ParentRelativeAttachment component. And this helped, the mesh became a little behind and the view from the camera compensated for the difference.
But this causes another problem, when I physically turn 180 degrees while standing still, the mesh appears in front of these 10 units and it turns out that the camera is looking at the back of the character’s head.
What are the options for solving the problem? The goal is for the camera to be slightly in front of the mesh, but for the mesh to always be behind the camera no matter how I turn.
If you set the mesh in relative space of the parent relative it keeps that offset, just move it.