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[VR] Player Start Spawning Player Below Floor

I have my player start set so that it's center is at the floor-level. This is so that the head-tracking sets the players head to whatever height the headset is being tracked at.

Since 4.16.2, setting the player start to the floor causes the player to spawn below the floor, regardless of how "Spawn Collision Handling Method" is set.

This did not happen in 4.16.1

Product Version: UE 4.16
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asked Jul 07 '17 at 03:51 PM in Bug Reports

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avatar image Rudy Q ♦♦ STAFF Jul 13 '17 at 01:28 PM

Hello XsynthZ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  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 settings/blueprints that may be involved?

  4. Could you try changing your tracking origin via the the "Set Tracking Origin" node?

avatar image XsynthZ Jul 13 '17 at 04:37 PM

I can reproduce this in a clean project.

Here are the steps I followed:

  1. Create a new project in 4.16.2 using the VR template

  2. Make a new default level

  3. Move the playerstart so the center is at the floor

  4. Make a new gamemode base and set the default pawn class to HMDLocomotionPawn (though I was using MotionControllerPawn in my other project)

  5. Set the level's gamemode override to the gamemode made earlier

  6. Run VR preview

  7. Voila! You're under the floor

This was using a completely un-edited HMDLocomotionPawn with "Set Tracking Origin" set to Floor Level.

Hope that helps!

avatar image MatzeOGH Jul 13 '17 at 02:27 PM

are you using any child actor components on your pawn?

avatar image XsynthZ Jul 13 '17 at 04:23 PM

Yeah, we added the Leap Motion floating hands

avatar image MatzeOGH Jul 13 '17 at 05:31 PM

Try deactivating any collisions on those hands. We had similar problems especially with blocking collisions on child actors

avatar image XsynthZ Jul 13 '17 at 05:57 PM

Thanks for the suggestion, but it still happened in a blank project with the HMDLocomotionPawn and no children so that's probably not it. It also worked fine prior to 4.16.2 with the same setup.

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2 answers: sort voted first

Hello XsynthZ,

If you are using the HMDLocomotionPawn, you will need to place an instance of it in the level. The "TeleportPin" component is being used to set the location. This means that a player start will be ignored (and that the location given will be (0,0,0)). A quick test to show this would be to delete the "TeleportPin" in the HMDLocomotionPawn. If you do so you will see that the player will now use the player start (if one exists in the level) as it's new default starting point. I hope that this information helps.

Make it a great day

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answered Jul 19 '17 at 09:04 PM

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Rudy Q ♦♦ STAFF
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Probably this is not your case, but some time ago, i notice a problem very similar, even with the player start over the terrain, it always spawn under the terrain. The problem was the sky dome collision ! so removing it the problem disapear.

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answered Jul 13 '17 at 02:44 PM

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