FLoating in VR (htc vive chaperone floor 1 foot higher than in game floor)
Im using the first person template and when i start my game the vr floor is about a foot higher than the one in game, so im way too tall and i cant pick things up on the floor with my motion controllers. Is there a way to lower my chaperone floor?
asked Apr 30 '16 at 10:56 AM in VR
I found the solution to this: You need to set the attribute 'Base Eye Height' in your VR Pawn to 0. This fixed it for me.
It is mentioned in this tutorial: https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/
Have a look here:
answered Apr 30 '16 at 11:12 PM
If you turn off "hidden in game" the problem should become a bit more clear. Because capsule component is your character's root component, all child objects (ie; your hmd and motion controllers) are relative to the center of it. In order to offset correctly you will need to create a scene component that is a child of your capsule amd a parent of everything else. Set the scene's location to (0,0,-capsule_base_height) and you should be good.
answered Sep 14 '16 at 08:27 PM
If you have a Capsule Component in your Player Character , just make it very tiny ... so You may stick to the Floor.
answered May 02 '16 at 05:15 PM
In my case I had a C++ class derived from Character and in the constructor I was adding a Scene to the RootComponent. After that, I added my Camera and Motion Controllers as children of the Scene. Changing the position of the Camera made no difference and changing the capsule half-height was not an option, since that seems like a kludge solution.
My Character Setup
After making the capsule visible in the game, it became apparent that the floor was not aligned to the bottom of the capsule. While experimenting, I learned that adding a Scene as a child of a Capsule, results in the Scene being positioned in the center of the Capsule.
My solution was to set the relative location of my Scene to 0,0,0 AFTER adding it as a child of the Capsule, that's in C++. If you are going to do it in the Blueprint then set the Scene's Z location to be -Capsule->HalfHeight (note that it's negative).
C++ Code In RPGCharacter's Constructor
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