UE4.14.3-Vive/VRCollision-Part14 Finding correct interp speed @jonasmlgaard8884
UE4.14.3-Vive/VRCollision-Part14 Finding correct interp speed  @jonasmlgaard8884
Uploaded February 2017 | Updated September 2026, 1 hour ago
NOTE: THIS DOES NOT HANDLE THE SAME MOVEMENT AS THE CHARACTER COMPONENT, I WILL TRY POST A FOLLOW UP VIDEO ON THAT.
In this video i add logic to differentiate between interping our height smoothly for uneven terrain or instantly for flat surfaces.

This video concludes this series for now. It should bring you up to speed on how to build the custom VR MovementComponent that i showed in the initial summary video.

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UE4.14.3-Vive/VRCollision-Part14 Finding correct interp speedUBIK - Part 1 - Tutorial primer (UE4.23)Part12 - Adding some textures and checking polycountExperimenting with collision tracking and leaf generationTall Order - Dev diary 10Part15 - Adding messy selfintersection logicPlaying around with L-Systems and SplinemeshesFullBody VR/Vive test3UBIK - Basic setup using the plugin (UE4.23)Part7 - Second part of Generate BranchHTC Vive WIP1 - ArmSwing locomotion + Climbing + Jumping and FOV limiterDay 1 - UE4 c++ Installing Visual Studio 2015
Jonas Mølgaard |

UE4.14.3-Vive/VRCollision-Part14 Finding correct interp speed

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