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ARSSIO's avatar
ARSSIO
Honored Guest
5 months ago
Solved

Interaction SDK Grabbing Issues Unreal Engine 5.5

Hi to everyone, I would like to have some help with this issue, I've been trying to use the Interaction SDK in UE 5.5, but I saw on the page that they changed a couple things, and now even if I follow step by step any tutorial, I can't make the grabbing component work, can someone please assist me?

  • Here is a setup that works, you have to lock in the config of the free transform that is performing the computation, the IsdkGrabbable is only performing the event broadcasting :  

  • You have to promote to variable the Config of the grab free, but also i understood that their is also a grab rotatition and translate only. By ready carefully the documentation and looking at the exemples. 

    - Grab free transformer (should create config to restrict if needed) 

    - Grab rotation rotation (only on an axis, if i understood correctly) 

    - Grab Translate transformer (only translate, not rotate). 

    You can also have multiple grabber and transformer on an object, i guess. 

    You do not need to edit anything. 

7 Replies

  • Yes, same problem here. Can't grab. 

    I tried the oculus interaction sample. The grabable polyhedra is working. 

    When i change the mesh is not working. Tried to rebuild the collision, not working either. 

     

  • I had the same problem. I couldn't grab even though I followed the step by step instructions on meta's documentation.

  • So, i got in the c++ code of the plug-in. I think the documentation if miss leading. 

    The Grabbable component alone isn't enough! The system needs three working parts:Grabbable Component - We got this
    Grab Transformer Component - This is what's missing!
    Grab Free Transformer - This is what actually calculates the movement 
    That why the grabbale polyhedra is working but not custom blueprint with onyl the grabbable comp. 


    I need to figure out how to remove the scale transformation. i will be back this afternoon. 

  • Here is a setup that works, you have to lock in the config of the free transform that is performing the computation, the IsdkGrabbable is only performing the event broadcasting :  

  • The problem as you see, is tha that the grab transform is overwritting the scale, so you have to set the same size in the mesh and in the scale to lock to the correct size. 

    Hummm... so i guess the best would be to set in the begin play the size of the config to be the exact size of the mesh. Unless you will have the scale being changed when grabbing. 

  • By the way, i see no possibilities to restrict scale on certain axes (like in translation and rotation). How to add this functionality? Which C++ source i must edit in plugin?

  • You have to promote to variable the Config of the grab free, but also i understood that their is also a grab rotatition and translate only. By ready carefully the documentation and looking at the exemples. 

    - Grab free transformer (should create config to restrict if needed) 

    - Grab rotation rotation (only on an axis, if i understood correctly) 

    - Grab Translate transformer (only translate, not rotate). 

    You can also have multiple grabber and transformer on an object, i guess. 

    You do not need to edit anything.