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Need advice - motioncontroller managment

Hi everybody,

I actually a bit lost when trying to configure my own VR pawn (using HTC Vive and controllers). I want to set up some basic actions like pick up /drop some items, drag some others, and point-to-target teleport system. Most fo them are integrated in the VR default project since 4.13, and i found others in a vr examples project on various forums.

However I'm facing problems when trying to regroup all these functions into one single pawn : some devs used to directly attach motioncontrollers (and associated meshes) to the pawn, while others used to spawn both controllers as begin play event, and manage them through another blueprint (called BP_MotionController in the VR default scene). What is your opinion about the best method to use ? Is any of those lighter in terms of ressources needed ? I'm a bit lost, it's hard for me to decide by myself as I'm relatively new to VR and specifically optimization (and btw it's getting hard for me to write such a pawn).

Thanks a lot for your advices !

Product Version: UE 4.13
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asked Sep 28 '16 at 02:19 PM in VR

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Teapot Creation
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avatar image Teapot Creation Oct 05 '16 at 08:58 AM

Any idea about that ? I'm facing some issues about collision when comparing these methods, but I don't know if those issues are linked... When the hand mesh is directyl attached to the pawn and has no collision, the hand can pass through physics objects but these are projected in the air. When collision is enabled, and when the hand is managed by a BP_Controller, the problem disappears.

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