VR Grappling hook UE4
I am trying to get a grappling hook to fire from my right controller hand mesh\Gun and attach it self to the wall. The cable has to stay attached to the wall at the point which I initially shoot at, but also stay connected to my hand as I move and teleport around.
For some reason either the cable is attached correctly to my hand mesh or it is attached correctly to the point on the wall which I shoot at. But I can not get them both to work at the same time, as it will not originate correctly from the hand\gun and attach to the wall at the right spot at the same time.
asked Apr 23 '18 at 08:27 PM in VR
Can you provide the code or blueprint for the problem you're having?
answered Apr 23 '18 at 09:14 PM
Try unparenting the cable from the pawn and making the starting point is the point on the wall and the end point the motion controller. When the start position is attached to the motion controller the cable component has a bit of trouble, I think this is because on tick 1 you are setting the location of the start and the following tick it is setting the end location and this compounds when you move your hand.
I had similar results when I was trying to make a device in my right hand that had a cable component, a wire, connected to a device in my other hand. I just don't think that the back end in the cable component it is built to be solved like that with motion controllers. Turning off low latency updates on the mo cons doesn't help this either btw.
If someone else has solved this with using the start position connected to a motion controller, please post a video!!
thanks @imaekgames, I haven't tried your theory yet but the event tick on frame 1 does make a lot of sense. I tried this tutorial by Matthew https://www.youtube.com/watch?v=pd-sO4lqdV4&t=146s and from an FPS perspective it works like a charm. When I flip things to VR this is where the issue comes in. I am going to try and spawn a scene component to the hand and then attach the cable to it, my thinking is that the VR motion controller hands might not behave the same as other components and this scene-component could overcome some limitations, hopefully.
I'll try all these out soon though and update the thread
answered Apr 15 '19 at 07:58 AM
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