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A certain step cannot continue, binding the character when the key does not respond. #11
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Thank you for being so thorough with your notes! That is very helpful for me. If the Metahuman animation blueprint is on the body mesh, everything should be correct. As long as you are clicking into the game view after the game launches, it should be good to go, but I have noticed that input is a bit intermittent in the UE4 editor. If you aren't getting inputs, it could be a problem with steam vr. I've noticed sometimes if I don't boot up my controllers first, a tracker can assume that role and even when pairing controllers I don't get input. This is extremely rare however, and doesn't persist. I put an event that you can hook up at the end of Begin Play that runs into the calibration process after a delay. If you are using index controllers, you can also try this project. This is the empty project I use for all my coding/tests: https://www.dropbox.com/s/trdhmvlpp45ozgr/VRMocap_427.rar?dl=0 Let me know if this helps. |
New.questions_x264.mp4Thank you very much for solving the above problem, I checked the Youtube tutorial over and over again to make sure that game gets Mouse Control was opened because one step was missing. But immediately faced with the second problem, double-clicking at the same time press B after the character immediately uncontrollable, automatically pan forward, and out of control. The keystrokes are valid when there is no synchronization. |
That looks like what happens when there is no animation blueprint (or the wrong animation blueprint) is on the character. Here's what I think it is. |
I carefully compared the configuration in your video, which is the same |
This rar package was broken. |
Thank you very much for sharing the project, I can't speak English, but thank you very much.
InstalledPlugins:
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