VR Expansion Plugin

I’m using your plugin but based on Proteus template hence was wondering if grabbing destructible needs to be set up in a different way than grabbing static meshes.

How do you install ? Anyone please throw me a bone.

Oh…Well it should work the same for that, but the Proteus template is so far behind on plugin updates that not much else is going to be the same for you.

It has to be compiled for your engine version after setting up the folder correctly. is the unfortunate downside to supporting multiple engine versions and being unable to fully host all of the binaries on my subversion system.

Launching the editor won’t compile a plugin, you’ll need to load up the .sln file that was generated with the empty c++ class and hit build at the top.

looks like its working

One last thing, at least for now :wink:

Is it possible to dynamically change EGripCollisonType on the GripActor function ? I assume I’d need to modify the function in VS in order to do that ?

gripactor.png

If you mean pass in a new one yes just make a variable out of a BPGripCollisionType struct and pass it in with whatever you want. The newer version of the plugin uses an interface for per object grip type settings, using the older version with proteus’s template you could store the grip type on each object and pass that in if you desired.

However, if you mean change the grip after the object has already been gripped without “dropping” it first, its a quality of life change on my back burner right now, due to specific grips requiring specific object setups to work correctly and most of that setup being done at the time of initial grip it complicates things.

I will have to add a new replicated function in to inform remote clients about the change and set appropriate variables.

Pushed a new commit live

Updated template to latest plugin version

Plugin Changes



**01/12/2017**
Fixed an issue where damping/stiffness were not replicating for manipulation grips.

Set stiffness/damping to always replicate so that they can be used as additional inputs for custom usage.

Now detecting if a grips CollisionType or Replication state has been changed on array replication and re-gripping on client side
(fixes instant drop/grip situations not being registered client side, also allows for the following).

Added SetGripCollisionType node to blueprints to dynamically change which collision type a grip is using.
(Should be called server side in network environments).

Hello! Thank you very much for your project! I use your projects, see a 3DUMG function, I added OpenLevel to the 3DMenu, But can’t trigger events, I tried to add Widgetinteraction>PressPinterKey node,but do not know to add in that place, please help me! Thanks again! Forgive my English is not good!

Hello! Thank you very much for your project! I use your projects, see a 3DUMG function, I added OpenLevel to the 3DMenu, But can’t trigger events, I tried to add Widgetinteraction>PressPinterKey node,but do not know to add in that place, please help me! Thanks again! Forgive my English is not good!

Hello! Thank you very much for your project! I use your projects, see a 3DUMG function, I added OpenLevel to the 3DMenu, But can’t trigger events, I tried to add Widgetinteraction>PressPinterKey node,but do not know to add in that place, please help me! Thanks again! Forgive my English is not good!

More progress :smiley:

Very helpful with the sword tip! Thanks!

Interestingly enough tho when we teleport our playercharacter (teleporting the swords too) it loses it’s on drop->attach to hip function as well.

sorry if its noob question but I really couldnt find even I spent hours, from where can I change the htc vive controller mesh? I really feel myself stupid because whereever I check, they are alrady set as mannequin mesh. In Vive_PawnCharacter Blueprint there is handMesh component, and both handMesh components alraeady set to mannequin hands. In my world settings, I am using SteamVR_GM on gameMode override, and SteamVR_Player_Controller as PlayerControllerClass. Everywhere the controllers are set to mannequin mesh but on the screen always htc vive’s default black controllers… I will be very happy if anyone help me… Or it means I can’t change them, I should write my own Blueprint from zero?

Go into the character blueprint and detach the nodes setting the controller model, I have an example of how to pull the models from SteamVR that people use (custom skins, ect) and if it works it overrides the hand models with those.

Thank god, thank you for your kind help,

inside the vivepawn character blueprint, inside the comment place “On Possessed - Try and get skinned controllers from Steam”, there is a node called “GetVrDeviceModelandTexture” there is a execution “on success”. In node I break the connection of “on success”. But with ; it thinks it couldnt found my main controller so it shows hand controller. And hand animations are not working.

Just don’t call OnPossessed at all, it is only there for the hand skinning.

Also since the template is to show how to use functions of the plugin I don’t think I ever went back and added the hand animations back in, others have done so though.

Just wanted to give a shout out to for putting together, it’s a huge help to a lot of people including myself.

Glad to hear that :slight_smile:

Pushed a new commit to template and plugin


Fixed Auto drop issue with constraints ignoring actor scale

Corrects a reported bug with auto drop and scaled objects.

Also I realized that I had the repository closed to pull requests. Pull requests should now be enabled on the master branch from here forward.

Edit I also have some wishlist items I will try to get to week so expect more updates incoming in the next few days.

Yea definitely! Having tons of fun with plugin. Thanks a lot!

Quick question, Is there a way to limit the VRGrip interface settings/Interaction/Min translations to only one direction? So for example if I wanted to open the drawer but only open it not being able to shove it back in again?

Thanks again!

Yeah, you can change the values of that struct at any time, if you change members of it and set the min to the current location then it shouldn’t be able to be closed again (min is now where it is so it can’t move more).

Or if you just want to freeze it, make deny gripping true on it.