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Weapon Master VR Support Thread

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  • replied
    Buying this piece of **** was my biggest mistake....50$ down the drain.

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  • replied
    So it seems development of this module has pretty well ceased, and the tutorial on melee weapons link no longer works. So I'll just throw this out here and see what you guys think.

    After rigging and importing my custom melee weapons and adding the proper nodes, I can only get them to properly 'pick up' if duplicating and renaming one of the authors existing melee weapon BP's and changing the skeletal mesh. If I try to create a BP from scratch using the MeleeWeapon parent class, I just can't get it to work even though I have (as well as I can tell) matched every single setting. Any thoughts?

    Also to get proper orientation/have it pickup at the right spot, I have to physically move the model in blender and reimport. Not sure if that's common or not, but I would have figured I could just rotate in UE4 in either the skeletal or mesh editors but that doesn't seem to work.

    Lastly, I'm still trying to figure out how to modify the hitbox to be properly sized/positioned, and my weapons don't seem to be doing damage. I'll update if I figure these parts out.

    Also I'm going to be messing around with 'gutting' all of the other weapon mechanics (guns and such) while trying to leave in wand (for magic) and bows. Gonna try and trim it down, modify the movement systems and inventory systems, and make it more of a lean module fitting for a melee/medieval/fantasy theme a bit better. This will probably take weeks/months, and while I can't/won't for obvious reasons upload the end result, I can try to document any successful steps I take along the way so other users can follow if they want.

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  • replied
    Originally posted by Dansiff View Post
    bigboy2k the ground meshes need to be labeled as ground collision for your character to walk on it.... prolly my least favorite thing but if you change it to on any floor meshes youll be able to walk on them. Just trynna help i didn't make this.
    Thank you for the tip! I just saw this same tip on the Marketplace thread and now everything is working as it should

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  • replied
    bigboy2k the ground meshes need to be labeled as ground collision for your character to walk on it.... prolly my least favorite thing but if you change it to on any floor meshes youll be able to walk on them. Just trynna help i didn't make this.

    Leave a comment:


  • replied
    I am sorry but does anyone that owns this pack have any problems because I know my way around Unreal but this pack is really broken at the moment (for some odd reason the demo maps are fine but anything I create isn't). My belt area is way too low, as is the knife that is supposed to be on my chest. It would be really nice if the creator can comment on what the issue could be.

    Can someone that owns this pack please create a new project using the 4.20.3 version and create a new level using the bp_survivalmode game mode? Please let me know if it works for you correctly, meaning the knife and belt area are at the correct height for the player. Thank you anyone that can help me with this

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  • replied
    I honestly can't say with this pack, but I assume it's based on the UE VR template pawn like we all recommended after the first release a few years ago. Try migrating the VR template pawn into your project and seeing if everything works if you use that.

    At a minimum VR needs this player pawn or something similar to work correctly.

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  • replied
    Originally posted by Antidamage View Post
    That sounds like you're not using the right player pawn. The HMD camera being badly offset from the floor is usually a symptom of that. Make sure you've either set up the game mode, or add the right pawn and tell it to auto-possess the player.
    What is the correct player pawn? I have tried them all and I am not getting any good results and I do tell it to auto-possess the player. Also, from what I have described in my initial post, what does it look like I have done wrong? Odd thing is that in a 4.18 build I have, everything is working fine, but when I tried to recreate the same thing in a 4.20 build, it does not work as intended. Just so odd that the demo levels are ok but anything I try to create now doesn't work correctly.

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  • replied
    That sounds like you're not using the right player pawn. The HMD camera being badly offset from the floor is usually a symptom of that. Make sure you've either set up the game mode, or add the right pawn and tell it to auto-possess the player.

    Leave a comment:


  • replied
    I am having a problem where I create an empty level, put in a simple floor for me to stand on (geometry box), put in a player start, add a nav mesh bounds volume, build paths, set game mode to bp_SurvivalGameMode, and I am finding that when I enter the game I am really tall, weapon belt with knife is below me because I am so tall, and I can't move around my simple level at all. Can anyone please help me solve this because it is driving me crazy?

    What I find odd is the demo maps work just fine but anytime I go and create something custom I run into these problems. Thanks for the help!

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  • replied
    Originally posted by Lockey25 View Post
    Hey There,

    Im getting an error when I try and package a level for windows 64. I get it for both Versions 4.18 and 4.2. Any help would be appreciated.

    LOG error:

    UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]
    You should just do what the error says to do.

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  • replied
    Hi, can anyone speak to whether or not this asset still has active development/support? I notice the developer hasn't been too active in the reviews or on here lately, but I'm tempted to pick this up.

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  • replied
    Hey There,

    Im getting an error when I try and package a level for windows 64. I get it for both Versions 4.18 and 4.2. Any help would be appreciated.

    LOG error:

    UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]

    Leave a comment:


  • replied
    I can someone use the joystick to turn left and right? This would be a great feature to add for users that only have two sensors and cannot turn all the way around.

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  • replied
    this plug in is great! I was spending hours trying to figure out just how to make the ammo show up on the gun... now I can get to the more creative parts of game making.

    I have a question, can this be used for multiplayer games?

    also how do we change the grip settings, when I grip something it grips it from the bottom and I have to turn my hands to see the front of it
    Last edited by PRESSURE2000; 09-04-2018, 10:14 AM.

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  • replied
    I'm interested with Weapon Master just one question can it be the will attached on the hands instead of replacing it?

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