Hello Everyone, here the goal trying to archive; creating hand tablet/pad and physically touching/interacting with finger(sphere/capsule collider) to the buttons, without gravity user can grab and drag anywhere else (floating in the air while not grabbing)…
i just used default BP_Pickup blueprint turn into BP_Pickup_Bsfpad which is contain static mesh (tablet/pad) and widget (button/s) on it for interaction, without gravity. Here the components:
As i planned, trying to give a tag to BP_Pickup_Bsfpad for triggering pointing hand animation according to this awesome tutorial: UE4.15.1 - VRInteractables - Part 16 FingerPointing setup for Button - YouTube
Tag implented to BP_Motion_Controller here: (Red arrows showing the tag connection)
If i can solve the animation state problem, do i need to add another collision into widget(button) for colliding with finger capsule/sphere collider, how can i physically touch a single button ?
I also tried that, widgetinteraction inside BP_MotionController turning on ‘show debug’ and using the trigger button for executing something totally working but there is a 2 issue with that:
first issue: debug shapes showing up with extra black duplicates (as you can see on the first hand pic.)
second issue: MotionController (R) Trigger for Press/Release Pointer key cause losting other ‘open/cangrab/grab/pointing’ states !
Is there is a way to pointing with debug(redbeam)+progressbar, without pressing any button hovering for awhile and executing something ?
If you have anykind of idea would be really really great for me guys, thank you for your time…