Weapon Master VR Support Thread

So it should aim towards the direction the “off hand” is facing? I assume I would just take the world location of both motion controllers, subtract them, get a rotationfromxvector and then plug that value into setrealtiverotation for the scene component that weapons attach to?

My system works by going Motion controller -> Weapon Attach Point (A blank scene component) -> attached weapon (skeletal mesh). I actually do all recoil logic (Using relative rotations) on the Weapon attach point that is attached to the motion controller. It is set as X forward.

Also, while I got you here, do you have any idea why some objects, particularly ones that fire something like guns, will “hitch” shorty after executing their “Fire” scripts. The hitch looks like the weapon mesh doubles for a half second and is really annoying. I actually thought this was a bug in my project but after trying out the gun in your template it does the same thing! If you want to see for yourself pick up your gun with one hand and fire off a few rounds while moving the gun around through the air. After you stop firing it should be hitching.