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VR Template Event Drop doesn't always work

I'm trying to make a sliding door that the player can grab and slide open. I've got the logic working, but now after I 'grab' the door, I can't release it. To grab and release I'm using the Event Pickup and Event Drop from the VR Template. The screenshot below shows my setup; the Event Pickup opens a gate, and Drop should close it but doesn't.

The weird thing is that the grabbing functionality works fine if it's used to actually grab and drop stuff with the standard attach/detach nodes. Does anyone know what could be causing this? Thanks!

alt text

Product Version: UE 4.17
blabla.jpg (70.1 kB)
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asked Oct 24 '17 at 08:27 AM in VR

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avatar image Macler Dec 05 '17 at 05:28 PM

Same problem here, i would love to know a bit more about those events. If i am working with different events it is working but with the event pickup and event drop it is not.

Also, If i use the motion controller trigger event it is no longer working and not updating the animation.


avatar image vr_marco Dec 05 '17 at 08:56 PM

I don't think this setup is going to work. Basically you have an Event Tick which runs every frame, while the two events, Pickup and Drop, from the interface which are supposed to Open/Close the gate run only when invoked by the Motion Controllers.

If you really need to work with an Event Tick, the right approach would be to have Pickup and Drop event to independently set a Boolean variable and the check this variable during the Event Tick.

Not easy to comment further since you are not showing the whole Blueprint.

avatar image BdeJong Dec 06 '17 at 02:59 PM

I've found a solution to the problem that works in my case. The problem lies in a check that happens in the BP_MotionController blueprint that checks if there actually is an opbject parented to the motioncontroller that can be dropped. Only if this is the case, the event Drop is fired. This means Event Drop can normally only be used when the object is parented to the motioncontroller.

To fix this I took out the Branch that does the check, which was fine because I don't really need that functionality in my current project. The downside to doing this is that when the branch is disconnected, objects just release if you for example pick up a second object with your other hand.

Using a bool in combination with the tick event would indeed be a good option, but only after using the branch fix, because the drop event would still not fire if one just switches from gate to bool.

This is the node I disconnected alt text

disconnected.jpg (358.1 kB)
avatar image vr_marco Dec 08 '17 at 08:16 AM

Good. Right, being a door you don't actually need to parent it to the hand, just push/pull it.

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