Was it parented to actor in VR Expansion? If so, by parenting to interaction object, you can use all of the events found in BP_Interaction object. The ones you want are “Event Grab” and “Event Release Object”. I would set the doors Object type to “Object”.
You could start by replacing “On Child Grip” with “Event Grip” and “On Child Grip Release” With “Event Release Object” . In that screen I dont see where he is attaching the doors rotation to the hands position. If you can find out where that is you will likely want to pass the “Hand” variable to that logic.
Doors and drawers are on the ever growing list of things I want to add into Weapon Master VR.
Don’t spawn doors, or inherit from item spawner, I would just add cost into the door class above. So basically add a check when “Grab” is called to to see if there is enough points in the game mode to continue the grab event.
so it would go Grab -> branch that checks if the player has enough points -> if true subtract points logic -> door opening logic.
Or you could have the points “Unlock” the door so that it can be opened freely from that point on. Just copy an paste the cost logic from the Item Spawn class and create the needed variables in the door class.
As for navigation. You will have to dynamically update navigation if the door is to remain open or get an AI asset that is much smarter than mine. The current ai that I have in Weapon Master is too simple and wont recognize if a door is open or closed without dynamic navmesh updates.
For example, if you go the Nazi Zombies way and the obstruction disappears, you can just recalculate the navmesh at runtime and the AI will recognize this. I wouldn’t do this if the door can open and close though as the constant recalculations would kill performance. You would need a smarter AI.