Yeah I got it to duplicate, i’ll look into an eventual fix, it has to do with the neck offset.
Pushed a new branch for 4.16 Alpha to the plugin repository and updated the example template to 4.16 preview 1.
Yo, did you test in VR? Or just with the fps pawn?
I can replicate with the FPS pawn and understand why it happens there, but I can’t replicate in VR and it doesn’t make sense that it would happen in VR, the movement collision behaves a little differently since the HMD directly drives the rotation of the capsule.
Dear
Is the physics constraint on the drawer and the door same. How can i make the drawer close by itself when pushed , like you have on the door…
regards
J
The physics drawer stops simulating on release, on the component check (bSimulateOnRelease) in the grip interface properties and it will do what you are looking for (stay simulating / moving). In the door I have it start a sequence on release that checks every now and then for the doors rotational velocity to approach zero and then unsimulates it. You can repurpose that for the drawer to check the relative X velocity instead and do the same.
For the non physics drawers you can also copy the OnGripReleased code from the door that turns the simulation off and re-purpose it to close the drawers (or whatever else you want) like you would a standard 2D door/drawer.
Launch the character a bit and set it to falling, add impulse will work as expected for you, but you can simulate it in flying mode if you want with manual input.
Also use the Parent Relative Attachment for hip placement, attach it to the camera, it provides a yaw only rotation base for chest / hip tracking.
A lot of really is off topic for the thread…
Roborecall has an actor for the holster that gets attached on spawn. I think if you look at the tick there might be something referencing it… All the logic for that stuff is in the holster, and the weapon bp’s…
Yeah, you’re right. Sorry, but thanks for the info. Fwiw, I’ve been on roborecall forums (roborecall.org, roborecall mods, ) over the past month and a half, with questions (and answers to some stuff). Sadly, they’re all pretty dead.
Got it. Thanks, as always. Apologies for dirtying the thread.
In VR if I spin around I can get on top of objects too, though much smaller ones. For example if I enable blocking collision with the player on those small blue pickup cubes, i can spin around and end up on top of them even if step up is disabled and running into them doesn’t make me step up. might be the result of a different function though.
I downloaded the template file, i right click VRExpPluginExample.uproject to “generate visual studio file” or “switch unreal version”, it shows error like :
Please, help.
I keep the template on the very latest version due to map compatibilities and using it as a test bed for new releases, as of thursday is the 4.16 preview. So you will need the newest engine version to use the template project (Epic changed some project level settings in 4.16 which are those errors you are seeing).
The plugin itself still has multple compatible version downloads.
I installed 4.16, time it successfully generate visual studio file, however when i build it, it has these errors:
You have nested the files somehow and likely went over the file name length for windows.
I shortened the length of filename and most of the errors are gone, but there are still some errors left.
Did you get the the very latest 4.16 beta branch? Looks like you have the 4.15, the TStructsOp were changed with the 4.16 update and its throwing an error for you about the motion controller interface being different (it was also changed in 4.16).
So you must have the 4.15 version / deleted the wrong copy, that or you have the old intermediate files from when you had the 4.15 installed and need to delete the intermediate folder.
I deleted the intermediate folder, got it working! thanks!
In the template scene, climbing the cubes is very steady and stable, because the hands could reach deep inside the cube and still grab hold of it.
But when i imported my own objects to climb, i am only able to grab hold of the outer surface skin, a very thin peripheral area of the object. If my hands reach deeper into the object, it is not able to grab hold of it and i will fall down from my climb.
How to make any object “deeply grabable” just like the climbing cubes in template scene?
In the template scene, i am able to climb the cubes very steadily and stable, because my hands could grab onto the cube even when reaching deep into its center.
However when i import my own objects to climb, i could only grab hold of the surface skin area of the object, which is a very thin peripheral area. If my hands just grab a little deeper into the object, it will loose grip and i will fall down from my climb.
How to make any objects “deeply grabable” just like the cubes for climbing in the template?
Make them support overlapping, the “deep grab” is the fallaback overlap detection.