Locomotion issue whilst handling weapon
Hi everyone I just wanted to know if any body as had a similar issue and willing to share their knowledge. I'm a noob here to the community so I might end up going into the detail of my issue.
I am working on a vr project in the first person template trying to build my game as much as I can from scratch. I have set this project up using a parent class Character Over Pawn class because I have been working towards a locomotion system and from my research feel a character should serve my purpose.
I'm trying to achive something like, killing floor - indeath style of locomotion.
I've been building and spawning virtual hands and a simple weapon system to build upon I have also added a basic zombie ai.
But the issue I have stumbled upon is that when I pick up a weapon inside my level and start to move around either the character gets stuck and will only move in one direction at speed mainly to the right or backwards or sometimes, jump even flying out the map or I find I have to spread my arms wide which feels unnatural to regain locomotion.
I have my capsule half hight set to 88.0 and it's radius set to 34.0 My vr origin is set to 88.0 on the Z axis
with collision preset to Block All Dynamic
My BluePrints read as such.
MotionController(R)Thumbstick X >Add Controller yaw - val
MotionController(L)Thumbstick X > Get Actor right Vector> Add Movement Input axis value ---------------------------^--------------------------Scale Value
My weapons are static meshes with a box collision / simple collision on a projectile base not using hit scan.
I have a feeling it's some kind of collision issue but being abit of a noob I'm not sure if it is the vr origin, capsule collision, or my weapons with box collision and arrow component.
If any one can help shine some light on this issue within the community I would be most most greatful if need be i can always attach a video link or some screenshoots.
kind regards EL
answered May 21 '19 at 08:01 PM
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