That’s a very good point, from what I read, you have to set your mesh to use complex collision if you want to have multiple phys materials. If you use simple collision he will always use the first material phys. So either use the more heavy complex collision, or split up your mesh in to the different materials.
I purchased the toolkit this week and running 4.18. When i get into the demos with Oculus Rift, the teleport is not available and i seem like i can’t pickup guns. The controllers show up properly in the seen and don’t experience these issues with UE base VR project or the VR integrator add in.
I am only a month in on my working with UE so it may be an issue me :), though i would expect the demo to just fire up and work. Any thoughts?
I’ve been little stuck with a lot of other work, haven’t had the time for myself and to add more to the kit. I definitely want to expand it in the future but I don’t want to make any promises as to new future features.
Will still keep it up to date as new ue versions release!
Hi,
Congratulations on a great kit! I’ve been tinkering with the asset. It was easy enough to eject the mag automatically when out of ammo. I would also like to disable the slider function. When the depleted mag is ejected, insert the new mag, and start firing without pulling the slider. Any advise would be appreciated.
Is there a way to convert to the locomotion system from this tutorial… Arm Swinger Style Movement Tutorial for Unreal 4 - YouTube or could anyone help me with this or want to tackle it together. These types are way more immersive. Also I made a discord where we could talk and discuss this awesome plugin and possibly help each other. It isnt official but thought it might help!
Fixed the issue with the magazine falling through the world by copying the defaultengine.ini over my existing one but
i have the issue that some other guy said and that is where the clips wont attach to the gun at all.
how to fix this? my version says 1.6
Seems Silly but for the magazines falling through the world, did you ensure that your magazine mesh has collision enabled? Both the main weapon body and magazine mesh’s need to have collision added for real-world physics.
In terms of magazines not attaching to weapons, have you assigned the magazine to be compatible with the weapon you’re trying to use it with? Inside the weapons blueprint, on the detail panel under magazine setup there is an array of compatible magazines for weapon. Here you would add the correct magazine blueprints for compatible magazines with the weapon.
Hello, Great pack! How can i make it spawn different guns on the hips instead of the hand guns? for somereason if i set it to the lazer gun they don’t get spawned…
is really annoying that I can’t switch weapons
Hi, This pack is awesome!! I love the quality of detailed textures and was able to use some of the assets and materials like the cactus, wood, and plants etc. The Cliffs look great and I like the moving dust etc. I can’t seem to pick up the guns after I migrated them to my project. I feel the haptic impact when I put my hand over them, but can’t seem to pick them up and use them. What do I need to do? Thanks.
Hi. I love the pack, it’s perfect for what I want to create. I have a few questions which I was hoping you could answer for me.
Is it possible to change the “hands” to be actual hands rather than controllers?
Is it possible to move the position of the arcade guns on the waist to other locations on the VR Pawn? I want to add some more pieces to my pawn and need to put the guns in positions which are not waist height.
Yes it’s possible to change the hands, I have interstates my own animated hands with grip states. An easy enough process after a lot of digging around, I’ll try to get a walkthrough when I get gone.
2in the pawn acid blueprint I believe there is a component that dictates the position of the hip weapon spawns.
Would you know which component has this ability to move the guns higher up? I think I worked out how to get them to stop rotating almost. I may have to work out how to disconnect the guns from the head tracking so that they stop moving