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Set up VR using FPS template - Motion Controller is moving with HMD!

Hey guys,

I am currently working on a small health and safety game. I have used the FPS template to set up VR and have currently set up swapping of fire extinguishers and putting out various fires using only certain extinguishers. Hoorah!

However, the main problem/annoyance that I am now facing is that I am not able to work out how to stop the motion controllers moving each time that you turn your head via the HMD. I have tried researching, but unfortunately not able to find a suitable solution.

I notice that the VR template calls in the motion controllers at VRorigin from a separate BP. I'm now wondering if this is the reason for this?

I have provided a little video test of squirting the extinguishers, the rotation of the hands is more evident at about 1:58. It also causes the hands to offset from the actual player hands, which I need to click a button to 'Rest orientation' each time.

Please can someone put me out of my misery? any help or guidance would be greatly appreciated.

Link to video: https://www.youtube.com/watch?v=8QEX9skoGm0&feature=youtu.be

Product Version: UE 4.16
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asked Feb 03 '18 at 09:42 AM in VR

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Speedy-P
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2 answers: sort voted first

Thanks for the reply Alex, In the end, I found the solution solely by accident. I did try changing the parent/child hierarchy using a range of different options. I also tried setting the boolean to true with regards to the motion controllers. However in the end, I found the solution within the camera settings itself. Basically, it has an option: Use Pawn Control Rotation As soon as I unchecked that option the hands were FREE!!

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answered Feb 07 '18 at 11:14 PM

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Speedy-P
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avatar image Alex O ♦♦ STAFF Feb 07 '18 at 11:35 PM

Good to hear! That was actually going to be my second suggestion, but I guess the way my hierarchy was setup toggling it had no effect.

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Hello Speedy,

One thing to look at would be the Parent/Child relationship between your HMD and your hands.(In other words: the Hierarchy of your BP components) MotionControllerPawn and BP_MotionController are both relevant here. (Refer to a fresh example if need be)

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answered Feb 05 '18 at 10:21 PM

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Alex O ♦♦ STAFF
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