![]() It sounds like I may either need to figure out a way for the BP_Gun and BP_CoasterCar_DemoPawn to communicate with each other OR figure out a way to add the gun to the pawn so the player starts off with the gun in their hand from beginning(which would be perfectly fine with me). So the pawn doesn’t have a gun attached to it, and like I mentioned has a separate blueprint that I use to pick up the gun after the level starts. ![]() With the third option I decided to try adding a gun to the BP_MotionController and tried both the gun and gun arrow as two separate options again with no luck of getting it to work.įor each of these tests, I made sure to disable the inputs for the ones I wasn’t testing to avoid any problems. With this option I tried both the StaticMeshComponent(Gun) as well as the GunArrow, with no luck for either. The second option I used the gun blueprint(which is separate from the pawn blueprint) to try to generate the line trace. of this will directly affect those developing projects for Virtual Reality (VR) which. In the first option, I tried using the motion controllers(R Motion Controller specifically) that spawn with the pawn for the line trace, like you had suggested, but that didn’t seem to work. It was first used in the 1998s shooter game Unreal. I tried at least three different options to try to get it to work. Next-gen resolution of 2000×2040 per eye, running in smooth 120fps with full 3D audio for Area X’s incredible music and sound effects on PS VR2.Thanks for the help vr_marco! Unfortunately, I wasn’t able to get it to work still.
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