HOW TO MAKE A PHYSICS HAND COLLIDING WITH OBJECTS AND PREVENT CLIPPING IN UE5 VR | NO MORE CLIPPING

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  • Опубликовано: 1 фев 2025

Комментарии • 55

  • @yaroxr
    @yaroxr  10 месяцев назад +10

    If you want to make more collision on your hand, recreate physics asset and choose min bone size to lower numbers, you will have more precise collision (e.g. finger tips etc). But Make sure to tick "create constraints" to prevent mesh from decomposing and choose limited type off constraint. Adjust constraints to your needs.

    • @nellvoh
      @nellvoh 4 месяца назад +1

      I set min bone size to "1" and my hand look broken, all my fingers fall down
      Fingers just hang as if broken

  • @perrobravomx4206
    @perrobravomx4206 10 месяцев назад +2

    You really are a GOOD teacher, also a brillant mind. I’ve been a vr dev for a while now but your tutorials are always above of me. Thank you so much for these, I really wish you big success with your career/passion!

    • @yaroxr
      @yaroxr  10 месяцев назад +1

      Thank you, glad you like it and benefit from it!

  • @MstrLAM
    @MstrLAM 6 месяцев назад +6

    If anybody has an issue where their VRPawn actor no longer seems to activate/spawn (can't see your hands, can't move around etc.) after changing the collision of the Hands, open your VRPawn blueprint, click the 'Class Defaults' button at the top center of the window and type in "spawn collision handling" in the Details tab on the right. Change this setting to "Always Spawn, Ignore Collisions".

    • @dwarvencurse4092
      @dwarvencurse4092 4 месяца назад +1

      OMG, thank you! This comment is a lifesaver! You have no idea how much I needed this-you're the best!

  • @TheRomanHydra
    @TheRomanHydra Месяц назад +4

    I found a fix to the gliding problem. I've replied to all comments asking about it but here is my own. In the physics contraint turn off the velocity targets, and make the strength of position target 4000 instead of 2000. Also set the swings to limited instead of locked.

  • @tommygunn2782
    @tommygunn2782 2 месяца назад

    This worked great for me! The problem you mentioned while transporting is very minimal so it's well-worth implementing this strategy in my opinion. Thanks a million! ☺

    • @TheRomanHydra
      @TheRomanHydra Месяц назад +1

      In the physics contraint turn off the velocity targets, and make the strength of position target 4000 instead of 2000.

  • @AdrianTabacaru
    @AdrianTabacaru 4 месяца назад

    Thank you so much for this! You Rock!

  • @notacop1477
    @notacop1477 2 месяца назад

    Thanks so much- gone are the helper objects :)))

  • @n19920415
    @n19920415 5 месяцев назад +1

    8:00 Hi! What would be a possible solution to address that problem? Any chance you could point me into a direction please? I checked the other videos but didn't find anything. Btw all videos are very good! Thank you broski! You rock

    • @mudaramanaruchira934
      @mudaramanaruchira934 3 месяца назад

      did u find a solution for that issue

    • @TheRomanHydra
      @TheRomanHydra Месяц назад

      @@mudaramanaruchira934 In the physics contraint turn off the velocity targets, and make the strength of position target 4000 instead of 2000.

  • @catdaddymagic
    @catdaddymagic 7 месяцев назад

    I was almost done when I noticed that my RIGHT hand was there and good, yet my left hand wasn't. I looked around and saw it. Rolling away from me. I just accidently misnamed something, but the moment where I could see my left hand, still controllable, rolling slowly away from its own body was hilarious. Great video! It was exactly what I needed!
    (Still don't know how to stop the hands teleporting issue mentioned at the end however. Was that put in a video I didn't see?)

    • @yaroxr
      @yaroxr  7 месяцев назад +1

      Nah, it is not put, but i have the solution in discord, dm me I will show you it)

    • @juancarlosgaribaldi2237
      @juancarlosgaribaldi2237 6 месяцев назад

      @@yaroxr Hi! I've got the same issue.

  • @Freg-ld2lo
    @Freg-ld2lo 10 месяцев назад

    Wow thank you so much this is exactly what I've been looking for

    • @yaroxr
      @yaroxr  10 месяцев назад

      glad it helped!

  • @vituralrealism5505
    @vituralrealism5505 10 месяцев назад

    This is great. You should make a tutorial on smooth movement via the joysticks.

    • @yaroxr
      @yaroxr  10 месяцев назад

      There is one on GDXR

  • @superp8380
    @superp8380 Месяц назад

    I noticed a problem when you activate hand collision. If I walk in real life moving my body, it seems that the capsule of my character don't move, so the hands collide with an invisible mesh that I think is the player capsule. Is there a way to move the capsule to follow the player when the player physically move?

  • @DECKSER1
    @DECKSER1 3 месяца назад

    When I move my hands too much they just fly away. Is there a way to stop the hands from moving when I'm not touching anything?

  • @InnerspaceX
    @InnerspaceX 10 месяцев назад +1

    Another great tutorial, thanks. 300. sub incoming :)

    • @yaroxr
      @yaroxr  10 месяцев назад

      Looking forward, thank you

  • @Chris-jo1zr
    @Chris-jo1zr 17 дней назад

    How would you go about adding collision physics for grabbed weapons? so a gun would collide with objects and act the same way as this with the hands.
    EDIT: I just had to enable the same physics options that would be for the hands but on the weapon BP(mesh) when grabbed and also used a custom event in the VR Pawn that would send through the weapon mesh component to the VR Pawn and set the second component on the physics constraint.

  • @gurugames1308
    @gurugames1308 23 дня назад

    Каждый раз, когда я вижу такое интересное решение проблемы, возникает вопрос. Это костыль, или так принято делать?

  • @Freg-ld2lo
    @Freg-ld2lo 10 месяцев назад

    I would love a tutorial on holding/grabbing physics objects with this system. Maybe its as simple as parenting the object being grabbed to the hand? It would be nice if as soon as I grab the cube it didn't pass through the table.

    • @yaroxr
      @yaroxr  10 месяцев назад +1

      I am making it in the next video)

  • @nellvoh
    @nellvoh 4 месяца назад

    Currently, my hands, when moving, swing. Where can I change it so that they stay in place, without the “acceleration” effect, i.e. when I go forward, my hands stay behind for a while and then go forward

    • @TheRomanHydra
      @TheRomanHydra Месяц назад

      In the physics contraint turn off the velocity targets, and make the strength of position target 4000 instead of 2000.

  • @kolbaska9681
    @kolbaska9681 9 месяцев назад +1

    hi, I tried to combine the code from this video and the video where you created a rock climbing system and I get this(
    Blueprint Runtime Error: "Accessed None trying to read property Hand Mesh". Node: Set Relative Transform Graph: RealseHandMesh Function: Realse Hand Mesh Blueprint: GrabComponent

  • @SkribblerStudios
    @SkribblerStudios 7 месяцев назад

    ❤‍🔥 thank you

    • @yaroxr
      @yaroxr  7 месяцев назад +1

      Of course)

  • @daylightwastaken
    @daylightwastaken 7 месяцев назад

    What if I want it to be able to move the player too? (example: pull body over object using hands)

    • @yaroxr
      @yaroxr  7 месяцев назад

      Watch my last tutorial, the logic is the same, but you just apply rag doll to the body.

  • @TrustFailsNow
    @TrustFailsNow 6 месяцев назад

    very nice

  • @JerryDaMouse07
    @JerryDaMouse07 Месяц назад

    Step one to Trying to recreate the Arkham Shadow finger physics

  • @SilentJinxStudio
    @SilentJinxStudio 9 месяцев назад +1

    cant wait till vr vehicles. bikes or cares.

  • @realchrishawkes
    @realchrishawkes 4 месяца назад

    Appreciate the tutorial but my hands were too laggy.

    • @TheRomanHydra
      @TheRomanHydra Месяц назад

      In the physics contraint turn off the velocity targets, and make the strength of position target 4000 instead of 2000.

  • @catlikerobot
    @catlikerobot 7 месяцев назад

    i can't find 1x1x1 boxcenteraligned mesh

    • @catlikerobot
      @catlikerobot 7 месяцев назад

      nvm! I found a 1x1x1 box center aligned by adding templates to the project one by one within the feature or content pack! Following your tutorial, the hand no longer clips through the mesh successfully. I would like to achieve the same behavior with a metahuman, but I'm not sure how to do it. Can you help me with that?

    • @yaroxr
      @yaroxr  7 месяцев назад

      Take any mesh

    • @tommygunn2782
      @tommygunn2782 2 месяца назад

      Or just check "Show Engine Content" in your content browser, then go back and it will appear there.

  • @l.p.gamingp.t.x.9550
    @l.p.gamingp.t.x.9550 10 месяцев назад

    can i use this metod on a body ik?

    • @yaroxr
      @yaroxr  10 месяцев назад

      I think, if you use my tutorial, you will have to play with variables (dynamic hand variables), I also think how to do it, try to ask chat gpt

    • @l.p.gamingp.t.x.9550
      @l.p.gamingp.t.x.9550 10 месяцев назад

      will you making a physics based stabbing? (the sword that insert into an object). I can make this on unity but on ue i dont know how to start.

    • @yaroxr
      @yaroxr  10 месяцев назад

      @@l.p.gamingp.t.x.9550 there is a code in vr expansion plugin for that

    • @l.p.gamingp.t.x.9550
      @l.p.gamingp.t.x.9550 10 месяцев назад

      @@yaroxr thanks

    • @yaroxr
      @yaroxr  10 месяцев назад

      @@l.p.gamingp.t.x.9550 can’t make tutorial on it now, having some other videos, I will include it into the vote

  • @levexe
    @levexe 5 месяцев назад

    😍

  • @GTCTBMYT
    @GTCTBMYT 10 месяцев назад

    finding this was like a gold mine but ik i have a gorillatag pfp but i dont play it anymore im now a vr ue5 dev thanks to this guy and contractors VR

  • @thaliadezi4352
    @thaliadezi4352 8 месяцев назад

    Promo>SM 🔥