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HTC Vive movement input: character walks in the wrong direction

Hi all,

At the moment I'm trying to setup character movement in VR. The boundaries of the VR Chaperone are not enough so I need a way to make the player walk by using the motion controllers (HTC Vive). I was thinking about using the Facebuttons (trackpad) for walking directions, similar to WASD.

alt text

So far the setup is similar to 1st person. The walking itself is happening just fine in VR with the Facebuttons for bindings. However, I don't know what to do with the turning... because on a keyboard you would use WASD for walking and Mouse X and Mouse Y for Turn/Lookup. But how do I implement this for VR? What should I use as a binding for turning? I want the character to walk in the direction he is facing, similar to 1st person.

Thanks in advance for helping me out!

Product Version: UE 4.15
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asked May 03 '17 at 12:12 PM in VR

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Hi Stradis

If I'm understanding correctly, you can use the node MotionController (R/L) FaceButton 1/3 to do the binding for the character to walking in the direction he is facing and the MotionController (R/L) FaceButton 4/2 to do the binding of the rotation.

EDIT: If you are using the Chaperone system, why don't simply do a physical turn to turn your character in the virtual world?

Hope it helps.

Note: I leave here the "bindings cheat sheet" of the motion controller of the Vive. alt text

jgdruzt.png (388.8 kB)
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answered May 16 '17 at 02:40 PM

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avatar image Stradis May 16 '17 at 02:47 PM

I will give this a try, thanks a lot! For now I had actually figured out another method (a bit makeshift though), so the walking part has been put on low priority. But it's nice to have a potential solution in the bank :)

avatar image TagoWill May 16 '17 at 03:07 PM

No problem :)

avatar image Vjp Jun 21 '17 at 02:12 PM

Hi am also shipping in the same boat, kindly send me the BP Setting if possible so that i can also give a try. Hope you won't be having any issue and mail it vjprakash25@gmail.com

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