Steam Chaperone Component - Get Bounds not working once packaged

With 4.13, Epic released a VRTemplate with a BPMotionController that’s called by the motion controller actor.

Inside the BPMotionController, there’s a function for setting up the chaperone bounds - the purpose of which is to allow you to see your position relative to the room boundaries when you’re teleporting. This is a useful feature, and I’ve actually repurposed it for a custom chaperone system that allows for occlusion (so you can see objects behind and in front of it).

Unfortunately, when you package the project, the SteamVRChaperone Component that’s working fine in the VRPreview window in editor no longer functions at all.

I’ve talked to a number of other developers about it, and they all report the same issue - that the bounds aren’t showing on package, and I’ve of course also tried it across a variety of projects.

Right now, I’m working around the problem by defaulting the bounds size to 100 x 100 if a number isn’t returned from the SteamChaperone component, and providing UI to allow the player to alter the size of the bounds manually… but I don’t feel like this is at all an ideal solution and would introduce safety issues for a small subset of users (as the bounds are showing larger than their space might be - although it’d be difficult to picture someone attempting to use the in a space smaller than 1 x 1 m, we can’t really rule this out as a possibility).

Additionally, I’ve tried in 4.14 preview and this problem still hasn’t been resolved there either.

Anyway, any resolution or more robust work around to this issue would be greatly appreciated.

Hello ,

I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. I noticed that you mentioned testing this is multiple project, where any of these clean blank projects?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/settings that may be involved with this issue?

If I may, I’ve got the same issue.

  1. It’s reproducible in multiple blank projects by multiple people. We’ve been tossing this issue around for a while on Discord.

To reproduce, just use the Epic VR template project:

  1. Make new VR template project.
  2. Set launch map to “VR Motion Controller Example”
  3. Play as VR Preview in editor. Teleport. Note that the chaperone bounds are shown during teleport aiming.
  4. Package the project and run it as a binary. Teleport. Note that the in-engine indication of the play area normally shown during teleport is now gone.

I’m in the process of uploading footage captured showing the issue, but this is essentially the problem that I’m experiencing.

Except it’s not localized to VRTemplate, but any project that builds off the BPMotionController (haven’t tried calling the SteamVRComponent in a completely new project isolated of BPMotionController yet).

Packaged VR Template (no change - simple creating a new VRTemplate and packaging as a Win64 build) showing chaperone bounds not working:


VR Template in editor (no change other than loading up Motion controller map):

Hello ,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.

Link: Unreal Engine Issues and Bug Tracker (UE-38063)

Make it a great day

I think this pull request will fix this issue as well: https://github.com/EpicGames/UnrealEngine/pull/2909

This is currently set to wont fix - but it would be great to have it fixed. We have built a VR Locomotion prototype where you interact with the borders of the Chaperone to move yourself/the world. It works fine in VR Preview, but not in a build because the Chaperone component is not working as it should. Not scaling the outer borders to the extend of the Chaperone devaluates the locomotion method. And there are multiple further uses for the Chaperone/Chaperone mesh that i can think of. Why even have it if it does not work in a build? Imho this should be fixed, cant be that hard either.

The issue was closed to due to an extended period of time without activity. I have reopened the issue. Feel free to use the link to the public tracker for future updates.

Make it a great day