Different collision behavior in VR mode for attached component to skel mesh
I'm trying to create an interactive menu attached to my left hand, and be able to push / drag buttons with my right hand. I'm using the Leap motion device to manage the hands, and i've got different collision behavior between "VR preview" and "new editor window". I thought at first i made a bad collision set up, but it seems i'm not the only one to get this issue, it may be a bug.
Here is my set up :
I've created myHands class (inherited from LeapRiggedEchoHandActor), and attached a cube to the Left hand as component, and using a parent socket near the wrist. This class is attached to a camera in a basic Character BP.
I've changed the collision of the cube and the hands to generate overlaps.
I've added debug prints when the events BeginOverlap and EndOverlaps of the cube are called.
In normal preview, the events are called once by collision, like they should, but when playing in VR mode the events Begin and End are called like every frame. I've made a 45sec video to show the different behavior for the same project. https://youtu.be/jvYQ7Tcdfnc
I've added leap event interface, and a leap controller as component in order to call "Optimize for HMD" function, but the doesn't change anything about this issue.
Did i made something wrong about the collisions ? or forget another optimize for collision under VR ? I'm using the Ovulus CV1 (if i remember well, issue is present with the DK2 too)
Thanks for your time
asked Aug 29 '16 at 12:36 PM in Bug Reports
Apologies for the slow testing on this, but I've entered UE-36103.
answered Sep 16 '16 at 06:20 PM
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