How do you change the player size/scale (and IPD to match) for a VR game without screwing up head tracking?

I would like to basically have a “tabletop” style game. The problem is I can’t build the table at a tiny scale without physics getting kind of wonky. The solution would be to build the world at a normal scale and then to make the player larger but I can’t figure out how to do this while still having head tracking be proportional. Also hopefully the ipd would scale as well so that the table feels like it actually is a small table in front of you.

Will someone please answer this? It’s been 3 months and still there seems to be no way of dealing with this issue.

Hi. Have you tried adjusting ‘Settings>World Settings>World to meters’ ?

It looks like it works for me (I’m trying to solve the inverse problem, make player smaller. The problem is that in my case I have to adjust that parameter during gameplay and I don’t know the way to do it.)

There is a SetWorldToMetersScale Blueprint node.

Great! Thank you

AxSolar, did you have any success shrinking your player? If so can you share your results/blueprints?

Thanks

Hi. Sorry for the delay. Yes, in fact I’ve just done it this week since till now I’ve been using the World Settings solution only. But the node mectioned by antoinegloum works great.
In this BP I toggle between two scales. Here the original settings>World Settings> Worldtometter was initially set to B value (2.88235), so we begin with user at about the same scale as the bee, standing over the leaf. Then after pressing “-” A is executed and user gets normal human size (right image, scale 100) and the bee is seen as a small insect. Pressing againg “-” returns user to insect size.

117281-scalebp.png

117270-scaleuserview.png

SetWorldToMetersScale work but the eyes distance are not scaled with the scale.

Find the point in your world where you want the center to be, like the top center of the Table, or where the center of your level, Game area, etc. currently is? Then from the Plce Actors Window: Put an ‘Empty Actor’ at that center spot…
.
Turn off any streaming levels, then in World outliner select all the things you want to be in your 'table top game, (even lights, spilnes, Cameras?) then (in the outliner hierarchy window) pull all onto the Empty Actor, so they are nested under it ,

Now when you move, rotate and/or scale the empty actor? Everything linked does the same!
You can even have multiple levels, one big, one small and use Level streaming ( or world partition) to go between them in gameplay! OR you can start with the world big, then scale it down during gameplay and place it on the table by controlling this main empty actor!

If it complains about some objects not wanting to link to Empty Actor?:
(You may need to to change some objects 'static/stationary (if it complains, start by trying to change the empty actor to Stationary, Movable etc) then try to link the objects to it again,. it will work, even if it complains, it is only that there are Static/Stationary/Movavble issues,.) I don’t remember ever having to change maybe one or two (probably the Empty Actor)

Using a new Empty Actor comes with good defaults so it usually just works,.