Well the widget interaction component isn’t mine, its part of the engine. If there is an interaction bug with it (outside of my implementation), then it should be reported to epic.
Currently it defaults to mouseL held on press and released on release for how it works.
Cool plugin.
I m playing around with a top down concept with quite a few AI pawns and wondering what the best approach to grip / pick up these pawns that wouldnt affect performance much.
From what I see, the standard VR grip requires pickupable objects to stimulate physics but not sure if it is a good idea in scenario.
thank you
There are like (8?) grip types now, only the “interactive with physics” types require simulation, the rest directly move the held object instead and should function fine assuming that you don’t run their own movement on themselves during the grip.
Use PhysicsOnly, it just sets their transform every frame to match the desired controller offset.
Thank you very much for the plugin. I was using it recently in my project.
For attaching a Skeletal Mesh to the the capsule bottom with the ParentRelAttachVRComponent I allowed myself to add some code into your plugin. I submited the change as a pull request to your bitbucket in case you and others may find it usefull.
Thanks for the contribution! I had plans to get around to something like that eventually but hadn’t done so yet.
I’ll merge it in and make a few minor changes.
Edit
You will notice that I adjusted the FeetLocation code to be more simplistic.
We don’t actually need the GetActorFeetPosition() function because the VRCharacters base location
is actor 0 on Z and the Simple Characters base position is +HalfCapsuleHeight which is accounted
for with the VRSceneComponent which adjusts downward by -HalfCapsuleHeight.
So all that is really needed is to set the relative Z location to 0.0f if wanting to use foot position, which is both faster, and cleaner.
However thanks for the core concept, I am sure that plenty of users will appreciate the addition.
Pues en la pagina principal tienes 2 vias para conseguirlo.
Tienes las versiones Prebuild. Estas ya vienen compiladas, no necesitas C++ ni nada para hacerlo funcionar. Bajas la versión Prebuild de tu versión, la metes en la carpeta Plugins del proyecto, si no la tienes la creas, y el Zip que te bajas el contenido lo metes tal cual.
Template actualizado, este es bajarlo y ejecutarlo como un Proyecto. es de la Version 4.17
El template de ejemplo de ya viene con todo hecho, te bajas el Template y puedes probar todas las funciones, es bajarlo ejecutarlo y listo.
Plugin Version 4.17 Prebuild 4.17.1 - 8/16/2017 - Full Binaries and Source Package En el primer Post tienes todo. Ya si quieres la ultisima versión, has de compilarla tu, en el bitbucket tienes un tutorial magnifico para hacerlo.
Sorry to bug ya again. You don’t happen to remember where “auto drop distance” var is, do you? I can’t seem to find it…
Overriding the HasSocketInRange function worked perfect, btw.
Added VRGameViewportClient class
class is intended to provide support for Local Mixed play between a mouse and keyboard player
and a VR player. It is not needed outside of that use.
There is a new wiki page under Misc Classes that covers its use
[https://bitbucket.org//vrexpansionplugin/wiki/Misc%20Classes](https://bitbucket.org//vrexpansionplugin/wiki/Misc%20Classes)
Added functionality for the ParentRelAttachVRComponent, it can now be attached to the bottom of the capsule at the foot location
instead of at the HMD location. Only happens when bUseFeetLocation is checked. Thanks to SpaceHarry for the initial pull
request, I had plans to do but kept forgetting about it.
Template
Added VRGameViewportClient class blueprint override to template and assigned it as the default GameViewportClient class.
is to show how to change the input parameters for it.
Any plan to add/suport interactions for Top Down View? Something like what you can do in the VR Editor , for example
Press the Side Buttons on both controllers and move them around each other to rotate the world around you, as if you are grabbing the world with your hands and then rotating it.
Press the Side Buttons on both controllers and move them toward or away from each other to scales the world up or down.
I don’t know C++ so thought I would check with you before starting learning C++ just to understand EPIC’s codes to replicate over blueprints
Informagic, now compiles without any problems. Foot attachment come to me!
, add my game to the WIP games. I’ve got a Steam page, but yet not ready for public ( is in steam revision). Meanwhile, is the link my project to my website (Only coming soon page, but is something) When the Steam Page is ready for everyone i’ll update the link.