VR Gun ToolKit

Hey, yes I can do that, send me an email or dm with your receipt or order number and I’ll send you a Dropbox with it, seems that everyone is having issues with reaching epic at the moment
Thank you

hey I bought this today, just a quick question what would be the easiest way to apply damage, and kill the player.

I have a healthkit system set up to when it reaches zero, to destroy actor, but it doesn’t kill the player.

Hey xBluRR, the bullets already have a “damage” node to them, so for the actors you want to kill, you just need to add a “OnDamage” event and use that to set your health/death system

I’m having an issue importing the edited models back into the game

I am using 3DS MAX, and following you’re video when you export the .FBX files you change the units to centimeters. Your scale factor says 100, mine says 2.54. When I import the model into the game, I get an notification that my models are small, due to incorrect unit scale. Any ideas?

Actually I just realized I’m using the 2017 edition of the software, I’m now downloading, and installing 2018 to see if that fixes the issue lol

Nope still the same issue with the 2016 version

EDIT: Okay so I couldn’t get that working, but I kept messing around the import scale, and managed to find a good setting.

Great, I’m glad you managed to solve it, the 2.57 indicates that your previous scale was at inches. It’s bit tricky sometimes to change scales in max.

Still waiting on epic, I insisted and they said that the kit has been submitted and is currently processing, but no news yet on when it will be done. Hopefully when the sale finishes they will be able to catch-up, the last update I sent was processed within a day so they are definitely overwhelmed.

Will keep you posted, thank you

I’m having an issue with the new locomotion. With teleport I’m not able to move into objects, but with locomotion collissions seem to be turned off as I can walk straight through everything. Collission for those objects are turned on.

Hello Spectre94,

Yes this is true, I’m not using any collision on the pawn so there’s no collision on the artificial locomotion. If you want to add a simple collision, you can add a small sphere/capsure collision to the pawn and replace the root component of the pawn with that collision, set the sphere to block all, and it should now collide with everything in your level

May I suggest a grenade update in the future w/ Radial Force/Damage, and pullable Pins

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Hello Spectre94,

Yes this is true, I’m not using any collision on the pawn so there’s no collision on the artificial locomotion. If you want to add a simple collision, you can add a small sphere/capsure collision to the pawn and replace the root component of the pawn with that collision, set the sphere to block all, and it should now collide with everything in your level
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Wow! Did I miss the update? Can’t see any anything on the launcher

Hey Zippyo3,

No, I’ve been sending it individually to people that send me their receipts since epic’s marketplace team is still catching up on everyone

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Hello Spectre94,

Yes this is true, I’m not using any collision on the pawn so there’s no collision on the artificial locomotion. If you want to add a simple collision, you can add a small sphere/capsure collision to the pawn and replace the root component of the pawn with that collision, set the sphere to block all, and it should now collide with everything in your level
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Sorry for asking so much, but it sort of works. For example with the wall, there seems to be collision on one side of it, but I can ‘enter’ the wall from the other side. Same applies to the sandbox.

That’s a weird behaviour, you can go behind every wall? maybe there’s no collision on the other side of the wall?

Hey VRPrime! I LOVE what you have done with this and can’t WAIT to try out the update…if Epic ever gets to it :wink:

Quick question for you if you have the time, I am pretty new to UED and slowing learning everything. Taught myself Maya and am a professional 3D artist/animator now so I know I will get there eventually :slight_smile: My question is, do you happen to have a tutorial or know of one someone else has done on replacing the controller meshes with say the VR hands Epic provides in the VR blueprint? I have been looking for tutorials and trying different ways myself and have not had any success purely because I lack the knowledge to do it not because of your plug-in. I managed to get the hands in modifying the gun hands blueprint but the animations don’t play and some other strange issues pop up so I thought I would ask here if there was a tutorial around doin using your blueprints.

Thanks and I really can’t wait to play with the new update! I hope Epic will release it soon. Keep up the awesome work!

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That’s a weird behaviour, you can go behind every wall? maybe there’s no collision on the other side of the wall?
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Collisions are set up properly: https://puu.sh/x388l/125ccbd6b1.png

ArcadePawn Player Damage Help

Hi VRPrime. First, I want to thank you for making an awesome setup here. This has been a great toolset to work with. I am working with a team that is utilizing this toolset in their main project. I am having a heck of a time getting the ArcadePawn to actually receive damage from AI components. I have been ripping my hair out over here with AI to properly damage the player. I am getting the AI to play their animation sequences so I know the collision is happening, but the apply damage node is not working at all on the ArcadePawn. Any advice would be greatly appreciated. Attached is my node setup, and the variables to see that they are available to the ArcadePawn. The last graphic shows that the AI is setup to attack the character when they overlap the actors wit the tag of “Player”

It is not setup now, but I have that K key in there to artificially inflict damage to ensure the system was working. By pressing K I was able to apply the damage so I know it works, just does not work with other actors applying the damage. The above system works perfectly with the 1st person or 3rd person system included with UE4. Is this not working because the base VRGunPawn extends directly from pawn and not Character like the FirstPerson and 3rd Person Examples?

Hi ,

Thank you very much for your kind words, I’m happy that you are enjoying the kit, unfortunately Epic seems to be taking a summer vacation… :confused:

Regarding your question, I’m not sure which tutorials would be helpful, I would recommend anything regarding animation blueprints, you will need to have a animation blueprint on the hands and a way to communicate between the gun hands (on if there is a gun and which one) and change the animation accordingly.

Hi Spectre,
I’ll take a look at this on my side see if I can figure out what is happening, will get back to you very soon :slight_smile:

Hi GodfatherUr, thank you for the kind words and I’m very glad that it’s helping you.
For the damage, please try to use “Receive Point Damage” instead of “Any damage”, let me know if this fixes the issue

Thank you

I got it working, I made a mistake with the pawn BP.

Hello Everyone,

Happy to report the update is finally live!

Thanks everyone for the support and kind words!

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hello everyone,

happy to report the update is finally live!

Thanks everyone for the support and kind words!
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great news!