VR Gun ToolKit

Sorry for the noob question but can anyone explain how do you update purchased content like this? I have deleted local content from vault, then re-downloaded from the market place a couple of times and I still have the older version. No sniper, no gun kick, no loco motion etc, etc. like you showed in the video VR Prime. The site also says that the last update was 4/25/2017. I searched for how to update purchased market place content and believe it or not I found nothing at all which really makes me feel stupid for asking you this question lol.

Thanks again for the help. :wink:

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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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When I do add collision using this method, I find that there’s two issues. Firstly, the collision capsule appears to be bound to the center of the play space, so if I’m off to one side of center, or forward or backwards from the center, I can still go into walls if I approach them from a certain direction.

The second is that it causes the player to pop up from the floor a bit. If you teleport to a spot, the play area floor will match with the ground, but if you use locomotion, it will suddenly pop you up a foot or so from the ground in game. This would cause issues when the player goes to pick something up off the floor.

Hi,

For updating content you actually need to create a new project and migrate your files there, this is the safest way to make sure you have a backup! :slight_smile:
Just updating on the launcher does not actually do anything to your existing projects

Hi, Yes you are right, I’m working on a better way to achieve this and will implement it straight in to the toolkit,

Thank you for the patience while I work these things out :slight_smile:

Just make a new project with it and copy over the toolkit folder. Hopefully you have not been building anything new inside of those folders. Move them out first if you have.

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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
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Hi VrPrime, sorry for the delay. Day job got in the way of fun job these past few days. I believe I set this up correctly, but it still does not appear to be functioning as anticipated. No damage is being caused to the player. I have attached screen shots of my setup. I may be setting this up incorrectly, so if that is the case please forgive my ID107 errors :slight_smile: I still have the apply damage node in the blueprint so I can always turn that back on at a later date so please excuse the mess in the screenshots. I was not sure what to do with the Hit From Direction node and the Hit Info node so I just promoted them to variables to allow the function to build properly. That more than likely is the root of my errors?

Whats the advantage of point damage over using a blueprint interface to send out damage? Is it easier to replicate in a multiplayer project or something?

Thanks VR Prime and FatMoth. First time I tried that it didn’t work, tried again and I am good to go, plus I now know how officially.

Thanks again!

Watching your screenshots it should work, you can replace the point damage events with “receive damage” and “apply damage” and see if it works? I would check with a breakpoint if the correct actor (in this case the pawn) is the target of the “apply damage” node.

The apply damage is basically an interface that unreal already has implemented, and yes it’s easier to replicate since it already has the default authority and variables. Having a BP interface would result in the same thing though, would just take more setup time I would say

Cool. BPI was just what I learned years ago when I went through the UE4 tutorial. Apparently they just took me the long way around to learn more haha.

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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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Hi Prime! Just checked on the marketplace and launcher and there’s no updated package for the gun kit. Still version 1.4

Will this work with version 4.17? If you or anyone that has it can confirm, I’ll buy this. Looks legit! Thank you!

Hey Zippyo! I didn’t change the version number so you might already have the new version

I’m just checking if there is no bugs or issues with 4.17 and I’ll push an update for it to support it :slight_smile:

Thank you

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I’m just checking if there is no bugs or issues with 4.17 and I’ll push an update for it to support it :slight_smile:

Thank you
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I jumped the gun (no pun intended) and bought it last night. Great kit. Thank you!

Hi I purchased this and Im having a problem with rotation if I teleport and turn the character to look behind the gun faces backwards instead of where I am aiming it appears the gun does not follow the rotation of the character at all any reason im getting this issue?

also it might be relevant im using the oculus touch

Hi uberblockhead

Yes I got a report from another user with the same issue, I’m working on a fix and will submit a hotfix very shortly

Thank you for the patience, trying to fix this asap!

Has anyone gone about fully implimenting the ability to carry magazines with the player character? I’m going to sit down with it today but would love to see if anyone else has achieved it.

Hi Zippyo3, I’ve started working on that some time ago but paused it and didn’t really finish the logic.

I would say the best way to approach it is to have a special scene component on the character, let’s say, “Inventory Component”, that has a sphere collision on it. Then when you drop weapon you check if there’s an overlap between the weapon and that sphere and if so, attach it to that component :slight_smile:


We’ve also just submitted a new version of the toolkit with bug fixes and support to 4.17! As soon as the build is up we’ll update the info on the toolkit

Thanks everyone for the feedback and continued support

I set one up a bit ago. The whole toolkit is refactored for my project so Im using only the gun logic, but yeah check for overlap when you drop, and use a bunch of Bools to see if its a compatible slot and if its already taken. I have a socket for each slot and just set my transform on attach so they all sit correctly. https://youtu.be/Ch5Zbd8hVBk

Bought this package but having some weird issues with oculus touch where the gun grip when i pick them up but at random angles such as facing towards me or a right angle

Additionally the teleport is weird as the direction the marker faces doesnt end up as my facing forward in the headset which leads to a lot of turning around and losing where i am.

Should mention i’m using 4.17 if it makes a difference.

Also had to update the HMD logic to use OculusHMD instead of OculusRift - just an FYI :slight_smile:

Hi tamaster92, I’m aware of those issues and already sent the fixes to epic but they seem to be very slow these days in updating the content…

If you send me your email in a private message I can send you the fixed version directly :slight_smile: