Closed Project-Exhale closed 5 months ago
Sorry, I can't think of anything off hand. SPUD just teleports the character back to its previously reported location and resets velocity on standard movement controllers, but won't know about any custom ones, perhaps that's the place to start looking.
Is there a way to quickly retrieve the saved data from a save? E.g. to print the saved transforms when clicking "save game"?
You can debug USpudState::WriteCoreActorData
and USpudState::RestoreCoreActorData
or add some UE_LOG
entries to them.
So it seems like the transform is restored correctly but changes only a Frame after Restore for unknown reasons. Disabling the Velocity restore (only time the MovementComponent is needed?) doesnt change the behavior either.
I asked the VRE Developer and this might be a general VR Problem as the Position of the VR HMD/Camera is Offset from the Actor itself. Setting the Position manually on the Restore Custom Data Event works.
There are quite a lot of things that can take a frame to sync up after major changes, I'd recommend keeping your loading screen up for a second or so more than should be strictly necessary to hide them. Also applies to hiding things like texture streaming as well.
I'll mark this closed then?
Hi Steve, Thanks for the Plugin. I just started implementing it into a Project based on the VR Expansion Plugin (https://github.com/mordentral/VRExpansionPlugin). Adding the interface to the VRCharacter (which I think uses a custom VRMovementComponent) results in a positional offset of ~1m to the right after loading compared to the position on save (also resulting in falling down after saving on an edge). I wondered if you know any possible reasons before I start to dig into it myself?