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how to set up collisions for VR?

I'm having trouble setting up my player pawn to correctly use roomscale vr, currently my collision capsule is my player pawns root, so I can move around with collision, however its stuck to the centre of the playspace, meaning that unless you are standing in the middle of the room the collision capsule wont be locked to where the player is in the playspace, which will cause collision issues when you are trying to move around.

I'd like the collision capsule to still operate the way it is but follow the player pawn around the playspace. has anyone found any tutorials on how to make this work with gravity still working?

Product Version: UE 4.20
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asked Nov 11 '18 at 06:25 AM in Blueprint Scripting

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avatar image Aikirob Nov 13 '18 at 11:47 PM

bumping this

avatar image Aikirob Mar 17 '19 at 12:12 AM

never found an answer to this question, upon digging it has been said that this cannot be achieved in unreal engine. So players will just have to have not true roomscale.

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Hello Aikirob,

If "Reset position" (Reset Orientation and Position node) is called this should align the player/camera with the center of the collision.

In RoboRecall there is a system that fades in a circle if the user is far enough from the origin. (Letting them know either to recenter or to step back into the center.)

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answered Nov 19 '18 at 09:25 PM

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Alex O ♦♦ STAFF
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avatar image Aikirob Nov 20 '18 at 03:45 AM

not really looking for that kind of thing, I'd rather the collision capsule follow the player and still act like its the root component.

avatar image IndieGameCove Apr 29 '19 at 09:36 AM

The vrexpansion plugin has working collisions I think the capsule is at the root and then it's offset somehow.

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Hi Aikirob,

Try setting your collision capsule as a child of the camera. This way it will follow the HMD as you move around, just make sure to lock its rotation so it's always upright and not rotating based on the rotation of the camera.

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answered Apr 28 '19 at 10:11 AM

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