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Move a Character Without Moving VR Camera

Hi there, I've seen variations on this question but I'm not sure if any of the answers fit.

Basically, I want to have a character run around my Vive chaperone roomspace but have the person in the Vive be able to move around freely, more of as an observer or spectator but still controlling the character.

I need to be able to pipe input control into the character without the main pawn camera also moving.

Right now, though, since the character is being possessed by my pawn (or the other way around), the character stays in the center of the room space and everything moves relative to that character's motion.

Thanks, Alec

Product Version: UE 4.13
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asked Sep 09 '16 at 05:32 PM in Blueprint Scripting

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avatar image GrayHulk Sep 12 '16 at 06:24 PM

Hi there. I think I must be misunderstanding something fundamental vis-a-vis pawns, input, actors & VR.

So what I have thus far is the character from the starter content, complete with basic animation. The only way it seems I can move it is if I possess a pawn, which intercepts the motion in VR and the character and HMD camera move together.

Is there a way to prevent the camera in my main pawn from being driven by input? Should I be driving my character via AI to separate the two?

I'll continue to dig around in the Input sections of the documentation but, again, I think I'm missing some fundamental understanding.

Thanks, Alec

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You might have to create 2 player controllers and attach one input device to the character running around.

You can also store a reference to it in your characters class and then just send the data to him via function calls etc.

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answered Sep 09 '16 at 05:37 PM

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