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Motion controllers are positioned above my head

Hi all !

I'm trying to use UE4 (4.12.5) with the HTC Vive for the first time. I followed the official SteamVR setup, then once the tutorial finished, I tried adding two MotionController components with static meshes, as explained in this video.

The problem is that when I'm starting the game, the static meshes representing my two controllers are a bit higher than me. First thing I thought to do was to also modify the Z axis of the MotionController components and set them to -110. But after that, the static meshes weren't appearing in game anymore.

I tried various things, like modify the Z value of the Player Start, adding a Set Tracking Origin node to the Pawn component (like shown in the video and others I saw), nothing. Either the controllers are not even showing up in game, nor they are less than 1 meter above my head. I have the feeling that the tutorial isn't up to date with the latest UE4 version anymore.

Thanks for any help !

PS: I also tried adding a VR Player Controller component like in the video, but I didn't understand how he was setting up the "VRCameraManager" blueprint, so I dropped the idea.

Product Version: UE 4.12
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asked Aug 07 '16 at 06:21 PM in VR

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Rojiraan
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2 answers: sort voted first

Well, problem solved apparently. I don't know if this is the official way to do it, but I simply created two Scene components that I placed above my MotionController components, and changed their Z values to -110, like this :

alt text

(I maybe did something wrong, so if you have more information about this, please share ;-) )

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answered Aug 07 '16 at 07:48 PM

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Rojiraan
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I think I can confirm that Rojiraan is on the right track. I found the following after trying his solution: "If you’re having trouble aligning your Motion Controllers with the Camera, simply use a SceneComponent as “VROrigin”, this is especially helpful when the root component has an undesirable pivot like the CapsuleComponent in a Character Blueprint." FROM: http://www.tomlooman.com/getting-started-with-vr/ I have done what he suggested and have solved the problem in what looks like a sound way. Because I created an Z offset of -110am for the scene component with camera attached (as suggested by Epic) . . . alt text

. . . I then also created another scene component (as suggested by Rojiraan) (and called it VR_Origin as suggested by Tom) to be the parent to the motion controller with the same Z offset. alt text

I still found the hand in VR was slightly off so I made a final adjustment to the mesh I used (Transform X -20cm and Y -2.5cm: alt text

Then it seemed to work perfectly. :)

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answered Jun 11 '17 at 08:49 AM

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Yosarin
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