What is the best way to scale the player in the VR template?

I would like to scale the player or, more likely, scale the world in levels based on the VR template.

I’m guessing that scaling the VR Chaperone is a bad idea as this is based on real world dimensions.

If I scale the world up/down, is there a way to uniformly scale all objects, about a specific base point? It would be best to scale the world about the players feet.

Cheers,

Jonah

I’ve come across a similar issue.

I solved it by selecting all level geometry, made a new folder in the world outliner and
then could scale all meshes uniformly using that folder.

It’s not the most clever solution I guess but it worked fine for the prototype I was working on.

Have a nice day!

Schnittbrot

Thanks. That works manually in the editor, of course. But i’m wondering how I can scale everything, while maintaining relative positions, through blueprint during game play?

I’m sure there are games out there where the player shrinks, but effectively what is happening is that the world scales up. Maybe I have it backwards. But scaling the MotionControllerPawn seems like a bad idea.

I tried scaling the pawn (felt kinda scary, I admit) but it didn’t seem to have much of an impact on the perceived scale. You could build your world in an own blueprint which would be scaleable again, not that I would recommend it.