Yes you actually can, the object has to be simulating though for it to move it, i'll agree that the interaction is less than steller currently and I am going to provide a better option for real physics.
GEngine so I will throw it in anyway since it makes sense and is easy, but if you don't intend to use the rest of my plugin and already use Rama's library then you should be able to find it there.
The cool thing about the plugin is when the new grip is in you'll just have to select it from the grip style drop down and it should work.
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Thus, clients do not communicate directly with one another, but only connect to the server, which acts as an exchange and router for voice communication.
Merged the physics grip branch into main, it needs more play time to lock down bugs but was working for me during initial multiplayer testing (don't forget to replicate movement on physics objects so they stay sync'd).
Unity though and am pretty sure that there is a way around it by extending my current solution and using constraints (ripping from grab handles but forcing late updates and removing the lerp).
The current grip is intended just for when you don't need full physics solving on the gripped object itself as it will be cheaper.
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Figured that as long as I was cleaning it up and generalizing it more that I would add some blueprint accessibility to it as well for others to use if they choose too.
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It needs some going over to make sure that multiplayer works fine with the new grip style before I merge it in but I think the video is pretty much what you wanted.
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Attachment is already replicated by default in the engine, when you attach a component it turns off replicating movement from the server and the clients handle it from then on out (until detached).
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Damping to keep them relative to the controller (if interactive), this plugin uses the sweeping functions to move items manually relative to the controller instead (and sends their components to the late update function).
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Hand Guns, Horseshoes, and Hand Grenades but don't like that the guns themselves lag behind hand movements visually (for actual shooting location they are correct so there is something to be said for that).
I've got a line trace on the controller trigger, then checking my grabbed object and then calling grip actor from your plugin, but it seems to go a bit crazy once attached.
It was failing on Knuckles Left controllers as they are missing a texure in full model mode from the OpenVR.
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Its up to 5 grip methods now I think (6 with hybrid if it makes it), you pick what one you want per item you are picking up and how you want it to behave.
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It wouldn't be that difficult to create a custom pawn that samples the HMD position instead of the camera and offsets its location by the difference from the last sample point.
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Several clients can communicate with one another, if the communication data is routed through the server and distributed by it to other clients.
It also has to give examples of far more things than an average game is likely to use, so there WILL be refactoring involved if it is used as a base for one (input bindings for one).
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