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unrealbodyplugin's Issues

Vive_PawnCharacter grab cube and gun problem.

Vive_PawnCharacter can grab cube, but after grab, move the hand BUT the cube's location is not right, eg. sometimes get away off the hand and the GrabSphere.
as for the GunBase in the VRExp example, can grab BUT the hands's never really reach the gun's surface...however, for the original VRExp example the hands can perfectly reach the gun's surface and grab at the gun's trigger.

i know you use the Hands' from the whole model's body instead of the seperated GraspingHand. BUT still not found where you did this. SO still not find how to fix the above grab problems...

Issues in 4.27

I'm having issues using this with VRE built for 427...

  1. Followed your steps that say exactly what to do, however they don't show where the skeletal mesh should go (I imagined inside the capsule where the mesh is, [like a normal character would], but the character is halfway thru the ground, I can see the animations working and the hands/arms ik working but i am outside the body around 50 cm's on the x and y plane offset) and the body also lags from the capsule quite significantly when moving. This is with VANILLA VRExpansion plugin.

  2. I then tried taking your .uasset and putting it into the plugin content folder and dropping it into a scene but its just filled with blueprint errors that it won't compile.

  3. Could you possibly show some pics of how the proper setup is for 4.27 using this with VRE please?

IKBody component causes crash

I crash when I try to add the IKbody component to the VR pawn

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000002d0

UnrealEditor_UnrealBody!UIKCharacterAnimInstance::UpdateHandValues() [D:\Umberto\UE5_1_VR_Tests - Body\Plugins\UnrealBodyPlugin\Source\UnrealBody\Private\Animation\IKCharacterAnimInstance.cpp:138]
UnrealEditor_UnrealBody!UIKCharacterAnimInstance::NativeUpdateAnimation() [D:\Umberto\UE5_1_VR_Tests - Body\Plugins\UnrealBodyPlugin\Source\UnrealBody\Private\Animation\IKCharacterAnimInstance.cpp:43]

Skeletal Mesh Doesn't Update at all

I followed the steps to enable the plugin in a basic project, added the construction script and enabled the IK Body Component, I also made sure that my Skeletal Mesh has the ABP_IKBody, however when trying it on Oculus Quest 2 I don't see the result intended, I followed the same tutorial you had in Blueprint and it used to work so I'm certain it's not the hardware, did I miss something in the steps?
NB: I don't use finger IK for this project.

I tested quickly a build on Windows and the Body inside the IKBody is valid, but not the case when using it in a VR headset.
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UE5 Support

Hi, thanks for the plugin.

I have a question regarding this plugin, I work with UE5 and I'm wondering if it is possible to embed the plugin in UE5 or that you have plan to adapt the plugin to UE5?

Arm behavior

Hello, do you think we can find a solution for a better behavior of the arms? If I put one of my arms in the opposite direction, it will cross my body and have a bad bend.
Otherwise thank you for all your project is magic, continue like that you are brilliant! :)

Use array's instead of maps

There's exactly 10 fingers, some performance is to be gained by simply using linear array's for all the finger enum indexes versus maps with pairs.

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