Overlap on VR Hands not Triggering
I'm currently attempting to implement grabbing of objects in my VR game through an overlapping sphere. Specifically, I want the controller to rumble when they come within overlap distance of an object that can be picked up. The hands are separate child actors of the player pawn (as seen in the Blueprint VR Template) with a setup like so:
I am attempting to overlap a static mesh actor with simulated physics and the following collision settings. The mesh definitely has collision set up, as it behaves correctly when colliding with the world:
However, the overlap event on the hands is not firing, no matter what settings I change. Both actors have their "Generate Overlap Events" set to true and are both set to respond to each other's object channel, so it does not appear to be the same issue that pops up around here quite often. I've been pulling my hair out for hours trying to solve this, so any help would be massively appreciated.
Solved this myself. There was some code elsewhere messing with the collision states, removing that allowed these settings to work.
answered Feb 22 '17 at 02:32 AM
Looks correct to me, except i would try set Query and Physics for the hand too. Can't remember if it's necessary though. Other than that, i would try using some of the standard settings instead of your custom "Hand" and see if it behaves correctly there.
Lastly verify that the object in your world actually has those shown settings, since the default settings can differ from what the actual instance in your level has. I know these are pretty basic suggestions.. But it does actually look correct...
On a side note, i had a similar strange issue with a Hit event that didn't fire if it was parented to my HMD, but if i drove the position manually from an event tick, it worked just fine.
answered Jan 04 '17 at 11:53 AM
Someone can say the key?
answered May 02 '18 at 08:38 AM
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