#the computer is doing eactly what you
1 messages · Page 1 of 1 (latest)
Thank you for the answer, First, I am not a programmer, I am just trying to learn this to do what I been asked to do 😛 Second, I understand what you are saying but I don't know how to do it practically.
Start with not having the snapping.
Have an event for grabbing, another for ungrabbing, and on tick, update the position of the grabbed thing
How are you doing this grab anyway, physics handle or do you want to just literally set the position of the grabbed thing
I am starting from the Unreal template, in there there is an Grab component already
so I create a blueprint object and just add the Grab component, then just change to movable and then the VR controller can grab that object
Chat GPT recomended to do the code I posted, inside the VR Pawn
so any object that is grabbable and has the Tag 'relocate' can function
so I can grab objects
then when letting go the grab button the object stay in place, floating whatever I unpressed the button
Start with making sure you understand what is going on in your current code
every bit
without sound rude, but isn't that my issue. I am learning so there is a processes and know all the tools I can use. I don't have that yet
I know that I need to call all object that I need to work with, then filterthem out to what specific characteristic I need then apply my function
how to put that in code, that's the issue,
If I do a call to all object, I get an array, but then I need a single object from that array, how can i filter with some specific characteristic? I can use an Branch but
how do I create the condition
That should already be handled at the grabbing bit
you only want to move the grabbed object right?
Show the bit of code that grabs an object
your filter is that the thing is the one grabbed object.
Just move the grabbed object, not all objects with tag
So this is all implemented in the thing being grabbed, not in the grabber?
This is a rediculous architecture lol
Might not be 100% rediculous but it's kinda goofy. It appears that the snapping they have there is to snap the thing to the motion controller
This whole setup is based on attaching
NOT on just setting world position