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SteamVR / Vive Proper Pawn Set up for Motion Controller Use

I am having some issues with getting motion controller tracking working with 4.10.1.

The two resources I have used are the documentation here: https://docs.unrealengine.com/latest/INT/Platforms/VR/MotionController/index.html and the video here: https://www.youtube.com/watch?v=6ALnsdQnkVQ

One difference I have noticed is in the video Sam Deiter adds the Steam VR Chaperone to his Pawn as a component. Something not mentioned in the documentation.

Regardless of adding it or not I see zero movement of simple static meshes I have added as children of the motion controller components. Tracking of moving around the space / looking around works just fine as does using the headset and controllers with the SteamVR tutorial.

I am basing my Pawn on DefaultPawn. Here is a picture of the setup: Pawn Setup Image

Any advice on setup, debugging / troubleshooting steps or a sample project to test with beyond the links above would be helpful.

Product Version: UE 4.10
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asked Jan 05 '16 at 09:49 PM in VR

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avatar image Paul Eckhardt Jan 15 '16 at 10:12 PM

Are the static meshes "moveable" ?

avatar image LewBreo Sep 12 '16 at 02:47 PM

Having the same problem. Did you manage to fix this?

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In case anyone else comes across this question looking for a solution. I had a similar issue from following the documentation but was able to solve it by parenting my motion controller components to the Scene component on my vr pawn. I did have to adjust the rotation on the static meshes to get them to orient correctly from the default models from Steam.

I followed these guides from the documentation: https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/


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answered Mar 08 '17 at 04:00 PM

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