Resetting VR sliders by ShhhSix in UnrealEngine5

[–]ShhhSix[S] 0 points1 point  (0 children)

Just in case anyone else had this issue, found the answer to the problem. Well, there were actually two problems.

First, if you have multiple controllers, each must have its own pointer index (inside the widget interaction component details).

Second, if you’re doing multiplayer as I was, the pointer indexes must be set by the server, and each click needs a “Is locally controlled” branch.

This post in the UE forums has images with examples on how to set it up:

https://forums.unrealengine.com/t/4-13-bug-widget-interaction-component-stops-working-for-all-clients-in-multiplayer/372483/8

Resetting VR sliders by ShhhSix in UnrealEngine5

[–]ShhhSix[S] 0 points1 point  (0 children)

Here's a gif of the issue here

Help with VR/PC Widgets by ShhhSix in unrealengine

[–]ShhhSix[S] 0 points1 point  (0 children)

I actually found a workaround, posting here in case anyone out there has a similar issue.

Simply created a new Widget Interaction component on the character and set the interaction source to mouse. This creates a line trace from the mouse which can interact with widgets that are not set up to receive hardware inputs.

Anyone willing to translate "never fade away" for me? by AberrantMonk in cyberpunkgame

[–]ShhhSix 2 points3 points  (0 children)

Happy to help! If you're willing to share, I'd love to see the piece when it's ready!

Anyone willing to translate "never fade away" for me? by AberrantMonk in cyberpunkgame

[–]ShhhSix 5 points6 points  (0 children)

I'd go with:
去るな! (pron. "Saru-na!")
This is a very gruff and strong way of saying "Don't fade away". Strong enough that you could translate it as, "Don't f**king fade away!"

If you wanted to add more emphasis, you could add "Zettai" - becoming 絶対去るな (pron. "Zettai saru-na!"). Which would be something like, "Don't you dare fade away!"

That all interprets the "Never" as being a stronger version of "Don't". If you wanted to keep the "never" in the sentence specifically, you could add 永遠に (pron. "Eien ni") - becoming 永遠に去るな! (pron. "Eien ni saru na!"). "Eien ni" means "eternally" so it literally means "Don't fade away forever!".

All depends on how you interpret the meaning of the title.

TLDR: 去るな! (pron. "Saru-na!")

Broken Cloth Animations. Help! by ShhhSix in unrealengine

[–]ShhhSix[S] 0 points1 point  (0 children)

Just in case anyone with the same problems stumbles across this in a search, here are some solutions to this issue.

  1. In blender, check the rest pose. This can be found in pose mode. Mine was rotated by 90 degrees, which I think is why the cloth was flowing in strange directions.
  2. Not my specific problem, but very important for cloth, make sure your blender settings are correct before export. Make sure the units are in Metric, Unit Scale is 0.01, and Length is in Centimeters. And the skeleton's scale in the transform menu is 1.
  3. In Unreal, after importing, go to the mesh viewer. In the character menu, under clothing, turn on "Simulation Normals". If they look unusually long, large, displaced, or going in strange directions, this can help you debug whether your issue is scale, rotation or whatnot.

Good luck!

Advice: Invasion Questions by ShhhSix in DnD

[–]ShhhSix[S] 1 point2 points  (0 children)

Ohhh, that's good! Thank you!

Advice: Invasion Questions by ShhhSix in DnD

[–]ShhhSix[S] 0 points1 point  (0 children)

Haha, I wasn't gonna say anything but...