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.

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 :

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

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: Getting Started with VR in Unreal Engine - Tom Looman
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) . . .

. . . 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.

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:

Then it seemed to work perfectly. :slight_smile: