[BUG] 4.12 AttachToComponent KeepWorldTransform causing flip
We are working with motion controllers and the Vive headset in an application that involves picking up and manipulating things. In 4.11, things worked fine, but in 4.12 we ran into a new bug so we felt you guys should know about it. Our left hand is set up normally, while the mesh on our right hand is inverted, to use the same mesh. Grabbing an object with the left hand works normally, while grabbing with the right causes the object to flip every time we grab it. We resolved the issue by flipping the GrabComponent on the right hand to counter the mesh flip, but it is still an issue worth looking into on your end. We used EAttachLocation::KeepWorldPosition within AttachRootComponentTo() as our rules in 4.11, which worked perfectly, due to the new api changes, we are having to use FAttachTransformRules::KeepWorldTransform with AttachToComponent. On paper this should behave the same, but as stated it causes the grabbed object to mirror when we grab it.
Just bringing it to your attention, thanks.
asked Jun 15 '16 at 04:58 PM in Bug Reports
Sorry for the delay. We've entered a bug report, UE-33380, for this issue. Thank you for your report, and for providing a repro project.
Have a great day
answered Jul 18 '16 at 02:11 PM
Sean L ♦♦ STAFF
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