VR Gun ToolKit

Hello Everyone,

The latest update is live! We have fixed some bugs regarding Oculus and have also added support for 4,17

Thanks everyone for the support :slight_smile:

Great news Prime! Working brilliantly in 4.17 :slight_smile:

Hey was just wondering will there be support to be able to hold 2nd guns and be able to let go of the trigger hand while still holding the grip so that for example you can bolt the rifle with your right hand while your left hand continues to hold the grip?

other than that really great asset Love it :slight_smile:

**Hi VrPrime

Could you drop a few notes on how to setup/utilise the physical materials to control bullet impacts and sounds? First time encountering physical materials andi’m slowly picking things up however i’ve been referencing the kit documentation and that just refers to the physical materials themselves, not sure how to set up a new one. Thanks**

Hi There,

Just bought this. Looking forward to using it! However, at the moment, whenever I try to launch the project, it hangs at initialising 45%. Is it just going to to take a while to load up or am I missing a trick. I’ve left it for 20 mins with no joy.

Thanks!

You actually just add those in edit>project settings>physics I believe is the final tab. You can add a whole bunch just like collision channels.

EDIT

Ignore me…I’m asking dumb questions. Figured it out.

Can anyone give me some pointers on how to get this into my own project?

Hi folks,

I recently purchased this pack and it’s really great. My main concerns however is that I find the system far too fiddly to implement in a project in it’s default state.

As such I was looking for some insight into how I would do the following using this system:

With the arcade colt as a base

  1. Automatically reload the magazine held by the arcade colt when it gets an overlap event from a ā€˜reload zone’ attached to the ā€˜holsters’. (Later to draw ammo from an inventory)
  2. Remove player ability to manually pull back the slider.

Many thanks!

Hi RedSaturnSix,

Regarding your questions:

  1. An example on how to do this would be: you create a volume on the holsters that when overlapped by the gun, checks if she has a magazine, and if she does not, you spawn a new magazine. Check the code I have on the arcade gun for spawning the magazine at begin play, you would do the same functions I’m doing on the arcade begin play, but on overlap of the holster instead

  2. A easy way to accomplish this is by removing the ā€œGrab Slider Tickā€ function from the event tick of the ā€œBP_VRrGunHandsā€ blueprint:

Thank you

That’s awesome, thank you I will try that when I get some time. :smiley:

Thanks! Got me one step closer to understanding this, I’m still having real issues tho in understanding the process here so if anyone could give me just a brief paragraph on the process of setting these things up. I have my particle assets all ready, just need to know how to implement them :stuck_out_tongue:

After you add the physics just go over to your gun or ammo that has impact reactions. You will see a node there that references all your physics material types. You will have an a few arrays in the kit for hit, decal and sound so you just put your impact and sounds to correspond with the same number as in the array ie material type 3 I have is Human. On the third slot of my impact array I put in blood ect.

Yup you got it FathMoth, that’s exactly how to set it up. Zippyo3 did you manage to set it up? Let me know if you need help :slight_smile:

i have a full offline development environment
if i purchase this ToolKit and i move it to my offline environment (via cd or usb)
everything will by working fine on the offline environment? development in editor, and full pakaging…?

I have another question! :smiley:

How would I go about setting a weapon to automatically eject it’s magazine once it’s empty?

Many thanks.

Hi,

I have added the collision and it is working but when I am playing on a landscape that has a hill, I can go up the hill yet if I want to go down the hill I will float above the ground. Basically I can’t walk down any slopes (no falling). Is there a fix for this? Thank you!

Hello!

Yes, the pawn movement I’m using is ā€œfloating pawn movementā€, it’s the simplest way to add movement since the default unreal character does not work very well with VR.

I would say the easiest way to fix this is for you to trace down and check if there’s floor underneath you and if not make your character fall.

Another good fix, although slightly more complex is to use a plugin(free), such as:
https://forums.unrealengine.com/development-discussion/vr-ar-development/89050-vr-expansion-plugin
Reparenting the gun pawn to the character from this plugin will give you the full character movement (gravity etc).

This hassle comes from the fact that the character that epic provides (ā€œCharacterā€ with the ā€œCharacter movement componentā€) locks the collision of the character to the center of your room, so unless you’re standing perfectly in the center which does not work well in VR, the plugin I linked (besides adding other functionality) fixes this.

Hope this helps!
Thank you

Can you explain in a little more detail what you mean? Also, can you implement what you are saying into your package for a future update? I know that it would be really helpful to a lot of people. Thank you!

Good morning, I’m new to this UE4 and I’m doing a project for the programming master I finished, and I’m doing it with this kit, the thing is that I want to create a cabinet with drawers and another mode of lockers that I saw in the project of the VR community, I tried to recreate it in the template of this kit but it was not successfully achieved, and I was wondering …
How can I put objects that can be fished without being bullets, porters or weapons?
Do you have something already prepared or how do I do it?

Translated by Google :slight_smile:

Howdy Folks

I finally wrapped my head around the process of physics materials and how they correspond to the materials and projectiles :stuck_out_tongue: Got everything working great so special thanks to FatMoth & VrPrime for your help and replies. I’ve come across something else now tho.

I have a mesh with 3 material slots, one brick and two metal. Now each of these material slots are setup correctly with materials, and each material has a physics material attached and properly setup.

The trouble i’m facing now tho, is that whenever you shoot anywhere on the mesh, it still returns the sounds, emitters and decals of the first material in the material slots, which in this case is the brick material. I’ve toyed around with collisions and different material settings but no solution. Input would be greatly appreciated :stuck_out_tongue: