VR pawn teleporting into floor / Vive chaperone lowers into floor
I'm using the MotionControllerPawn from the VR template on a Vive. I noticed that the pawn doesn't seem to work when added to other maps and with Set Tracking Origin set to Floor Level I end up spawn with my face in the ground.
I managed to workaround this by setting the Z location on my VROrigin component to 92cm and resetting the tracking origin and orientation/position. With this my VR chaperone aligns perfectly with the floor until I teleport. Nav mesh appears to be working in that my teleport beam is flush with the floor. The problem is when I land at my destination I am back with my torso in the floor.
Anyone know what the problem could be, or have a suggestion of how I can offset again as a workaround? Subsequent calls to tracking origin/reset orientation+postion leave me in the floor still.
What's Up UltiHam,
So I see you have a solution there. In order to get an accurate Camera height, it technically should be this node below.
So the setup should be as follows for a typical VR setup:
You should not have to account for camera height with offsets unless its for calibration which you can do internally. If you're noticing weird behavior, try restarting Unreal. If you used Eye Level at some point, switched back to Floor Level. It may require another restart just to ensure things are consistent, but once you have it setup correctly. It works consistently.
answered Apr 06 '17 at 04:22 PM
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