Hey man, Have you made a tutorial how to change the controllers to actual hands yet?
I too want hands even if they are basic like the ones epic gives us.
I have tried to change them to hands but without sucess
in this part of the code is where u set the location/rotation of the holsters.
inside vrgunpawn
It’s in the tick event.
This node is setting the rotation since it is on tick you can maybe remove the incoming rotation from the camera and they won’t rotate
every tick.
if you look closely you can see he is getting the rotation from the camera. you can maybe get the rotation from the root node instead of the camera to stop it rotating with the head and rotate only with the whole character instead. NOTE: my root node is a sphere collision.yours may be different.
something like this:
So I finally got around to setting up the system. I have an inventory detection collision box on the player that detects if the object overlapping is a magazine then if so, it attaches to the inventory component. Picking up objects works flawlessly, however when the player goes to pick up the objects from inventory I’m getting issues with the detection of a magazine there. It’s as if only 1 in 5 times the hands will detect there’s a magazine there. Did you run into any issues like this?
hey gents i have 3 questions,
first one how do i make a simple object that can be picked up using this setup?
secondly i attached a dial to the sniper scope, my plan is to allow the player to be able to twist it but currently the weapon snaps to my hand, where would i have to add this on the weapon bp or the character?
lastly, i’d like to make it so when the supporting hand is holding the rifle and i let go of the pistol grip the rifle remains in the supporting hand. currently the weapon just drops. any insight?
thanks
Hey Starting up a game project using this as a a base, just wanted to first say thanks for putting together an awesome pack, gives me a great starting point.
1 Comment on the pack.
Used Shotgun shells, if you look down inside the shell you can see through the bottom, it’s fine one side but not the other. Regular bullet shells don’t have this problem.
and one quick question
Has anyone done any work integrating this pack with the easy ballistics plugin? I want to get some penetration and physics going with the projectiles and just wanted to see if anyone else has done anything with this.
Been using this as a base for a few months now, thanks again.
Question # 1 ( Important One ) :
My issue / questions relate to the character controller itself.
The floating pawn controller is not best suited to my needs, I have tried to replace it with the VR IK controller and the standard UDK 3rd person mannequin with IK.
I did replace VR 3rd person just to see if it would work and no matter what I do I get a terrible framerate that does not happen if I use any other controller.
The VR 3rd person character works fine in it’s own project.
Using the UDK 3rd person mannequin will be best for me as my avatars movement
will be displayed via the hud ( like how zoe vr edition has the jehuty avatar in the bottom right corner )
and the hero character class and the villain character class will share the same animationset.
What I want to do is complete the villain/hero animset and move it to the character controller and break the arms out, saving myself alot of work.
Is this possible? Ultimately I may decide that I don’t need a body in my game, nevertheless the fact that I plan on displaying the characters movements means that using the 3rd
person controller is the best way to go. I still want to test it and see.
My character will walk and jump the first few missions but the majority of the gameplay is floating jetpack / iron man style so I am not worried about the
legs, the VR IK controller actually blends the leg animations. Torso, head and arms would be what was IK’ed
This will be the bulk of my production time so I want to confirm before I jump in.
There is another VR weapons project with more melee stuff involved and I may take a look at that but I don’t wanna waste money I don’t have to.
Question # 2 :
I have a lightsaber / force pull project that uses a pawn based character with motion controls.
I am trying to integrate that into this project as a melee weapon.
I have successfully created a melee weapon ( child of the knife you made ) that cuts meshes procedurally but cannot seem to cast from your motion controllers
to the lightsaber child classes ( that allow me to cut on and off the lightsaber, force pulls, and collision via inputs )
What I was trying was to import the motioncontrollers from the working lightsaber project into the VR Gun character, hide them, and parent them to
yours but it seems like you can only have one set of motioncontrollers per actor. Is this true?
Nevertheless, awesome pack. Extremely helpful. Thanks!
Sniper rifle kills the frame rate, seems basically not usable.
Hi,
I have 2 questions.
Is possible migrate it into actual project?
And is possible have in game normal default white hands on weapons?
THX
Hi,
I wrote some times but still I dont have answer.
If I add weapons into my map then I cant shoot.
And now I tested weapons in clean map and in game I cant use magazine, cant shoot and still I get this error after test in map:
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_Array_Get_Item”. Blueprint: BP_VRRealisticGun_Base Function: Construction Script Graph: UserConstructionScript Node: AttachToComponent
But if I try compile blueprint then all looks OK.
I use 4.21.2
Help please
THX
I
Hello
-
Yes you can migrate into a new project, making. Sure to set the project up as you would with any other, eg, setting the game mode correctly and using the player pawn as your character.
-
It’s possible to have actual hands in game but these need to be setup yourself. I created and animated my own hand means and have them attached to the controllers. You then add in the functions for animations on grip states etc and you’re golden. My current setup is very Primitive in comparison to some but works for my needs flawlessly.
I’m experiencing no issues with the sniper rifle at all. No frame drops and the weapon functions correctly. You’ll need to provide more information to help diagnose the issue.
I’m new to this particular concept of locomotion however i’m Already thinking about ways this could be interfaced with the current pack. I’d be interested to learn if you’ve made any progress.
Initially I’m thinking using the setup from the artificial locomotion push directions and triggering some sort of velocity shift to adapt how the movement is in the video. It would mean taking some of the elements that were mentioned here but adding them and adapting the current setup.
Hello folks.
There’s been quite a bit of talk in here about the ability to actually complete a project with this kit. I’ve been working for just over a year and a half part time on a VR zombie survival and weapons simulator. We’re currently enjoying steam early access and are pushing for release on Oculus and HTC Vive.
Originally I started using this code pack and although it’s changed massively from where I started, you can still see similarities.
I’ve encountered a lot of the issues mentioned in these forums and I’ve found my own solutions so I’m interested in seeing if I can help out with anyone’s projects.
If anyone’s interested in following along with our development and seeing the game in action here’s some links;
www.VRangethegame.co.uk
@VRangeGame
Hey! great kit, so i got a kit of swords on item of the month called Over 9000 swords, I’m trying to make these modular swords able to be picked up but cant seem to get it to work.
below is an image of the code i added to handle picking up the sword but it don’t work
the code is just a copy from the melee weapon code in the grab tick
is there a way you can help me get it to work?
@Author: I own this on and on 4.22 w/ Rift S the controllers do not track. Please followup when you have a moment, I also sent an email.
Hi, great kit. I have a question, I saw an example of extremly slow bullet, ban I couldn’t fand where to change the bullet speed? Can anyone help, thanks~!
yea 4.22 is broken. hope he comes back and fixes it.
Hi, I need help with Arcade Pawn.
I need change weapon arcade in holster to some magazine. How I can change it to magazine?
I dont have luck.
THX
Hi everyone. I hope there are still some people active here who can help me out.
I’ve got the weired problem that as soon as I turn on VirtualLocomotion twohanded guns/rifles can’t be roatet anymore with your seccondary hand. They point directly alongside the X axis as long as the seccond hand is gripping them.
I just can’t figure out why.
Hi, before I purchase this pack, can the controllers be easily replaced by the skeletal hands, and is it adaptable to a locomotion movement instead of teleporting, Thanks