Unreal Engine VR | There seems to be a conflict when I grab and when I move forward using the motion controlle

I’m not sure if this helps, but i was having an issue where whenever I gripped with my hands, the grip collision would collide with my character pawn which would stop me from going in some directions or even fly if i put my hand under my self. Try making the collision on your hand grip sphere to Ignore collision with your charater. so unless you changed the collision presets of your character you would make the motion controller grabsphere ignore the collision of the pawn.

So I made It where you can walk around using the motion controller, and It works perfectly fine! Well that Is until you hold down either one of the grab buttons, when you hold either grab button and try to walk It will make you go in one direction. Holding the right grab button will make you move to the right, and holding the left will make you go backwards. Any help Is appreciated ^^

I do get that as well, but I dont think thats the problem. It seems to be an error with the blueprints messing up the movement axis. Im gonna do your thing because that was bugging me, and If It doesnt fix my other problem I’ll let you know

So I made the object Ignore the player collision and I dont fly away anymore, but I found out the you only start to fly If you walk with the object in your collision box

Let me give you this. It is working for me so it might help

glad to see you figured it out

I fixed my problem, I had to edit the motion controllers collision, If you go to the blueprints for the motion controllers theres an option for left hand colliding with enviroment when gripping. I deleted that as well as made It so the objects im grabbing ignore pawn collision and everything works perfectly! But thank you so so much for the help!

Hi everyone,

I had this same issue with very similar blueprints. ItsLightsaber09’s solution above was correct, though mine was a bit different: I set my “Set Collision Enabled” for my grab to “Physics Only”. For each object that can be picked up, as the OP said, set the collisions to custom and disable pawn collisions.

Working great for me now.

Can you post the blueprint for this solution?

I’m afraid I don’t have the project right now, but I’m pretty sure it was part of the BP_Motioncontroller’s gripping collision section.
So I think it was changing the collision to physics only. But it was a while ago and I’m not sure.