fengkan / vive_archery_ue4

init

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Bow animations not working.

Cypermage2 opened this issue · comments

After migrating your project into a clean project I got rid of all of the Redirector errors, however the Bow animations are not working? The Trigger toggles One/Two handed and the second trigger creates the arrow however none of the interaction is working. Am I doing something wrong?

I love this concept and your Video looks great.

Have you tried just open the .uproject file in the project? I am using 4.11.2 btw.

I am using 4.11.2 as well however when I try to open the project I get 251
Load Errors of the following type:

Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named GameplayCueNotify
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named GameplayCueNotify_Blueprint
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named RB_BodySetup
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named AnimTreeInstance
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named VimInstance
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named VimBlueprint
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named VimGeneratedClass
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named VimBlueprintFactory
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named ReverbVolume
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named ReverbVolumeToggleable
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named BlueprintActorBase
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named WorldInfo
Error ActiveClassRedirects contains a collision with multiple redirectors
for old class named RB_Handle

The project still loads but it has the same issues.

On Tue, Jun 7, 2016 at 8:30 AM, fengkan notifications@github.com wrote:

Have you tried just open the .uproject file in the project? I am using
4.11.2 btw.


You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
#1 (comment),
or mute the thread
https://github.com/notifications/unsubscribe/AOPpwr-BbVGLQlnPeQV3cNaSLB9qmdIFks5qJY6AgaJpZM4IvdN-
.

Derrick Boyce
Network Design Specialist & Owner
DigitalLANDS, LLC
(928)645-2241

I'll try cleaning the redirect error.

And have you set the vive_pawn in gamemode? The main function is in vive_pawn, so you may put some breakpoints to make sure it's been activated.

Vive_Pawn set inside of the ViveGameMode blueprint. *See attached

I will try some breakpoints next

On Tue, Jun 7, 2016 at 10:49 AM, fengkan notifications@github.com wrote:

I'll try cleaning the redirect error.

And have you set the vive_pawn in gamemode? The main function is in
vive_pawn, so you may put some breakpoints to make sure it's been activated.


You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
#1 (comment),
or mute the thread
https://github.com/notifications/unsubscribe/AOPpwlKO-KtH_suk7BFRGPiuIUgzpqRVks5qJa8dgaJpZM4IvdN-
.

Derrick Boyce
Network Design Specialist & Owner
DigitalLANDS, LLC
(928)645-2241

Wish you have good results!

What version of Unreal is this? I'm trying to build and entire game using your bow as a base and I have managed to fix the animations with a poorly optimized fix. But I can't seem to get the camera location. There's no camera component, and for some reason orientation and position of the HMD doesn't work either. I'm trying to add a collider that updates every frame based on the camera's position in the world. get orientation and position doesn't work, I also tried getting the actor location of the vive and both applying the addition and difference of the two vectors and both ways for subtraction for the vectors. Noting actually works, It seems not possible for me to get the camera position. Could you make a push that has a collider that updates it's position and takes hit and overlap events? I'm stumped.