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Different collision behavior in VR mode for attached component to skel mesh

Hello guys,

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. alt text

I've changed the collision of the cube and the hands to generate overlaps. alt text

I've added debug prints when the events BeginOverlap and EndOverlaps of the cube are called.

Issue

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

Product Version: UE 4.12
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asked Aug 29 '16 at 12:36 PM in Bug Reports

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Marcassin__
30 6 12 13

avatar image Matt.Williams Sep 01 '16 at 08:00 PM

Hey Marcassin__,

Can you try this in 4.13, we had a similar bug occuring (UE-33432). The fix for that may have resolved this issue as well.

-Matt W.

avatar image Marcassin__ Sep 02 '16 at 12:38 PM

Hello Matt,

I've tried the same project set up in 4.13 and i've got the same issue in VR mode.

For my project, I removed the link between Cube and the left hand ( The collision actor - here a box - is spawned into the world without beeing a child component of my character, no parent socket attachment). In this case the overlaps events work very well. I believe the overlap issue came in VR mode when the actors which collide are subcomponent of the same actor.. The component attachement to the LeftHand make this issue visible.

I've read some old posts in this forum about collisions handling in the Engine, where collision between subcomponents isn't a fully implemented feature due to perfomance loss.

Am I right ? maybe its't a bug but an undesired feature. ?

Thanks for the following Matt

avatar image Matt.Williams Sep 08 '16 at 03:19 PM

Hey Marcassin,

Apologies for the delay, but we have finally gotten this tested. Unfortunately, we are not seeing the same issues that you are with our test project (using Oculus Rift for VR). From what I can tell, they are both set up the same. Would you be willing to migrate your blueprints to a test project and send it to me? There could be something you aren't showing me that is causing an issue.

If you want, you can PM me a download link on the forums.

-Matt W.

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1 answer: sort voted first

Hey Marcassin,

Apologies for the slow testing on this, but I've entered UE-36103.

-Matt W.

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answered Sep 16 '16 at 06:20 PM

avatar image Marcassin__ Sep 19 '16 at 01:19 PM

Hi Matt. don't worry, it didn't block us for the development. At least I know it wasnt a bad BP scripting in my character. Thanks a lot for following the issue anyway.

Marcassin

avatar image Paul Eckhardt Nov 29 '16 at 10:40 PM

This is also an issue with the vive.

avatar image muchcharles Apr 20 '17 at 09:28 PM

Hey Matt, is it still an issue in 4.15 and above? Why was that ticket marked won't fix?

avatar image Matt.Williams May 09 '17 at 07:41 PM

Hey muchcharles,

You can track the Bug Report from the link in my answer.

-Matt W.

avatar image muchcharles Jul 31 '17 at 01:56 AM

Does "Won't fix" mean it is permanently dropped, or just put on a queue/backlog?

avatar image matter3d Jun 05 '17 at 07:15 AM

I am also getting this problem, it would be great if the devs would consider fixing this bug.

avatar image SlimeQ Jun 14 '17 at 07:52 PM

this is a pretty major issue for me. on vive, 4.15. Only seems to be a real issue on the edges of a phys body

avatar image Matt.Williams Jul 06 '17 at 07:26 PM

Hey SlimeQ,

Are you saying this occurs with Leap Motion and a Vive or with the vive motion controllers?

Note: I've re-opened UE-36103 for re-evaluation if it's happening with VR motion controls.

-Matt W.

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