System to grab object in VR:
Principle:
- On trigger input (grab):
- calculate the nearest component castable to Bp_grappable
- return this component
- disable physics on the object and attach it to the motion controller that trigger
- On trigger input (release):
- activate physics to the object and detach it
Bp_grapable :
- inherite of BP_Outline_postprocess
- manage all parameters for collision,physics outline
Issue with physics and collisions :
sometimes overlapping problems that lead to instability during the manipulation of cubes.
To reduce this thanks to implementation of Brem RobCog