I've only just recently found your channel, and wow. All I have to say is thank you, your videos have been absolutely fantastic to follow along with and have helped bridge some serious holes in my VR knowledge.
Hi broo, I wondered if you could make a video of how to make 3d characters in VR ( cod or cs ). You can see hands but not the body. In multiplayer, they can see 3d characters, how to make it look at where are you look, and aim differently. This is going to be a great help.
Hello and thank you. We are Using UE 5.4.2 and Meta Quest 3. I need to user able interact with bare hands not Controllers, how we could do that? for example with point finger click on some elements to user pawn jump there? Thank you.
how do you make this shoot? I had implemented my own version of two handed grab using the original pitols and vrpawn stuff but it was janky and really (really) bad i tried to just copy over all the firing stuff to the new gun (as made in the tutorial) remembering of course to implement VRinteraction BPI so i could get the "Event Trigger Pressed" from VRinteraction BPI but that did not appear to be enough to make it do the shooting (edit: i tried doing it the other way around but it didn't work again - this makes me think the difference in what is going on is found in the original grab left/right in VR pawn) edit2: OK i found the issue, its because its not seen as being a held component i just added a "grab component near motion controller" and set the held component and it started to work (although this does mean that when you swap hands both triggers start shooting the gun)
Hey. Great video - thanks; already implemented it. One quesion for *everyone* - when I use the gun with both hands and implemented shooting machanics - the shooting stays with the first (back) hand, meaning regardless where the weapon points - it is aligned with where the gun would be if it would have been one handed. Any ideas???
Add an arrow and call it muzzle location and position it at the muzzle, when shooting, add a projectile from the location of your muzzle. Make sure you muzzle is parented to your gun. That should fix it.
Thanks for the information. Your tutorials are really helpful. but i gotta say, you beat a looooot around the bush. I think you could use a preview of the final product at the beginning instead of the intro and cut all this "i put the gun closer, higher because etc". Miziziz has a great tutorial on making tutorials. Anyway, looking forward for more content
i dont know why defuq we need to do that math for the get the rotation right, thats not a production ready openxr unreal! we are lucky that we have ppl like you! i was driving crazy on setup that
Followed through everything, but I am randomly still having the same problem, the gun faces to the right and at a odd arch, I wanted to make something similar to pavlovs feeling guns but I guess I am cursed.
@@03codey I was having similar problems with the location and rotation, maybe not the same but here is how I fixed it: (I am using Index btw) The Event Tick rotation thing I simplified a ton. After the branch, make the SetActorRotation. Then for the rotation, get both of your controller variables and get their world location. Then, get a Find Look at Rotation and plug the world locations in. Then just plug that into the SetActorRotation. This might not work for you, but I hope it does!
@@nonmodal I'm guessing for the find look at rotation you split the pins into the multiple parts, if you can please let me know if you put roll in to pitch or yaw for the "SetActorRotation", I am unsure but I will try to test everything to see how it works THANK YOU!!!
@@03codey Damn. Sorry about that. My only advice is to keep tinkering with the values and maybe go through the tutorial again (which I'm sure you have already). Best of luck!
I've only just recently found your channel, and wow. All I have to say is thank you, your videos have been absolutely fantastic to follow along with and have helped bridge some serious holes in my VR knowledge.
Hey man, great vid as usual. One question, why do you make your own grab and release functions instead of the grab component?
Hi broo, I wondered if you could make a video of how to make 3d characters in VR ( cod or cs ). You can see hands but not the body. In multiplayer, they can see 3d characters, how to make it look at where are you look, and aim differently. This is going to be a great help.
Hello and thank you. We are Using UE 5.4.2 and Meta Quest 3. I need to user able interact with bare hands not Controllers, how we could do that? for example with point finger click on some elements to user pawn jump there? Thank you.
New favorite channel of 2022
Great tut, thanks.
everything works great but i have one issue, the actor(the gun) doesnt release from the pawn but everything else is working. can anybody help me?
Any ideas on why my gun spins around along the x axis like crazy if when my MainGripController isn't tilted forward?
can we do this with hand tracking? how?
how do you make this shoot? I had implemented my own version of two handed grab using the original pitols and vrpawn stuff but it was janky and really (really) bad
i tried to just copy over all the firing stuff to the new gun (as made in the tutorial) remembering of course to implement VRinteraction BPI so i could get the "Event Trigger Pressed" from VRinteraction BPI but that did not appear to be enough to make it do the shooting
(edit: i tried doing it the other way around but it didn't work again - this makes me think the difference in what is going on is found in the original grab left/right in VR pawn)
edit2: OK i found the issue, its because its not seen as being a held component i just added a "grab component near motion controller" and set the held component and it started to work (although this does mean that when you swap hands both triggers start shooting the gun)
Hey. Great video - thanks; already implemented it.
One quesion for *everyone* - when I use the gun with both hands and implemented shooting machanics - the shooting stays with the first (back) hand, meaning regardless where the weapon points - it is aligned with where the gun would be if it would have been one handed. Any ideas???
Add an arrow and call it muzzle location and position it at the muzzle, when shooting, add a projectile from the location of your muzzle. Make sure you muzzle is parented to your gun. That should fix it.
Thanks for the information. Your tutorials are really helpful. but i gotta say, you beat a looooot around the bush.
I think you could use a preview of the final product at the beginning instead of the intro and cut all this "i put the gun closer, higher because etc". Miziziz has a great tutorial on making tutorials. Anyway, looking forward for more content
What a champ
Got two handed working with ik body a couple weeks ago it's kinda halfassed but it works
@Quest Core gaming I believe I used vr ik body from Yuri on the market place. Not perfect but it worked for me
i dont know why defuq we need to do that math for the get the rotation right, thats not a production ready openxr unreal! we are lucky that we have ppl like you! i was driving crazy on setup that
Followed through everything, but I am randomly still having the same problem, the gun faces to the right and at a odd arch, I wanted to make something similar to pavlovs feeling guns but I guess I am cursed.
i can only grab with one hand and my main hand cannot release the weapon from the controller unless the other controller grabs it
@@03codey I was having similar problems with the location and rotation, maybe not the same but here is how I fixed it: (I am using Index btw)
The Event Tick rotation thing I simplified a ton. After the branch, make the SetActorRotation. Then for the rotation, get both of your controller variables and get their world location. Then, get a Find Look at Rotation and plug the world locations in. Then just plug that into the SetActorRotation. This might not work for you, but I hope it does!
@@nonmodal I'm guessing for the find look at rotation you split the pins into the multiple parts, if you can please let me know if you put roll in to pitch or yaw for the "SetActorRotation", I am unsure but I will try to test everything to see how it works THANK YOU!!!
yeah, just plugged in the values and still nothing lol, thank you for trying though, I have a quest 2
@@03codey Damn. Sorry about that. My only advice is to keep tinkering with the values and maybe go through the tutorial again (which I'm sure you have already). Best of luck!
i cant find the multiply block wtheck
bruh. type "*"
misleading screenshot video cover...I thought you did it with your hands...not controllers.
If you're dumb like me, you probably just now realized that this does not work for single hand gun manipulation.