microsoft / MixedReality-UXTools-Unreal

UX tools and components for developing Mixed Reality applications in UE4.
https://microsoft.github.io/MixedReality-UXTools-Unreal/
MIT License
316 stars 86 forks source link

Far interactions beam origin is wrong (using UXTools v0.10.0) #17

Closed PauloDiaboli closed 3 years ago

PauloDiaboli commented 3 years ago

I recently worked through the Unreal development journey tutorial series, using UE 4.25.4 and UXTools v0.10.0. Everything was fine, until I deployed my application on a real device. The origin of the far interactions beam was not, as expected, within my hand. Instead, both beams for left and right hands were coming out of my head. I was still able to control the beams with my hands, just the origin was wrong. Since I am developing with Unreal for the first time, it could be that I did something wrong, so I repeated the tutorial except that i left out the chess aspects and went straight for the interaction stuff. Same result. As I said, I am new to Unreal development, so I don't know how to try and fix this problem. The only thing I tested was to repeat the tutorial once again, but now using UXTools v0.9.0, where the beam origin of the far interactions was in my hands as expected. Seems to be a problem with UXTools v0.10.0. Do you have any suggestions how I can possibly fix it?

ChessApp.zip

MRPawns Event Graph

MRPawns Component hierarchy

jjimenezg93 commented 3 years ago

Hi @xTeufelx,

Thank you for your report! There are a couple of things that could help in resolving this faster:

  1. Could you attach a .zip file of your project? Please remember to delete the Binaries and Intermediate folders to reduce the file size.
  2. Otherwise, could you please add a screenshot of your UxtHandInteractionActor's setup? Both Blueprint nodes and component's hierarchy.

I'm assuming that there's a typo and you're using UE 4.25.4.

PauloDiaboli commented 3 years ago

I updated the ticket according to your request. Did I capture the correct areas? Please note that I deleted the folders Plugins and Build as well in order to reduce the size of the .zip file so that it can be uploaded.

Yes, your assumtion was correct. I corrected the typo.

jjimenezg93 commented 3 years ago

Great, thank you!

I was able to reproduce the behaviour you described, so I'll investigate and come back to you once I find out what's going on.

Sorry for the inconvenience.

jjimenezg93 commented 3 years ago

Hi again @xTeufelx,

You should be able to solve your issue by re-attaching the Camera component to the root CollisionComponent directly, instead of having it attached to the MeshComponent:

reattach_component

If that doesn't work, please do not hesitate to reopen this issue!

I appreciate that this step of the Unreal development journey might be ambiguous, so we'll work on improving it.

Thank you very much for your report and sorry for the inconvenience!

PauloDiaboli commented 3 years ago

Hello @jjimenezg93,

I will implement and try you solution tomorrow. Thank you very much for your quick responses and for helping me out with this.