I figured it out. We need to follow the Basic Hands for VR tutorial, and then add some extra logic that's in the documentation for the Sci Fi hands.
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Awesome! I'm so excited to see each update. Quick question. Have you tried swapping the hands in the project with "Hands for Vr SciFi" from the Marketplace? I tried using the Mechanized gloves, but the grip variable auto changes to "Byte to Enum GripEnum." Here's a link with screenshots.
Thanks so much for your help. I finally got it working, and it's exactly what I was looking for :D What I did was go into the Dummy Mover BP and change the collision setting on the capsule to either "Physics Only (No Query Collision)" or "No Collision" to allow the legs of the mesh to contact the floor. These settings still allow the testing range demo map to function normally and allows my character to interact with the guns, objects, etc. Options 2 is the only way I know how to build a character so far. I can't say enough how awesome this pack is! I really really really appreciate you making it, and I'll buy it again once it hits the marketplace in support. I think a huge feature of this pack is that it's extended from Epic's VR Template, which makes it easier to assimilate your project into other projects. This is probably the best purchase I've made for Unreal so far, and it's made my game a reality. Thanks again, and I'd be happy to recommend your product to others or write a positive review. Take care and keep up the awesome work!
Amazing project! It's definitely worth every penny and more. I have a question, though. I added a body skeletal mesh into the BP_VRCharacter, but it (the skeletal mesh) seems to raise in the air when the HMD (presumably the collision capsule?) is in contact with it. https://answers.unrealengine.c... Any ideas on how to get around this?