4.21.1 w SteamVR 1.1.4 height issue

Hey there, so I’m suddenly noticing that the starting height of my Vive VR Pawn is not working right. I usually keep my hmd on my desk as I work. When I hit VR Preview play in editor, Unreal thinks my hmd is starting on the floor and puts me there no matter where my hmd is. In order to get it to start at the right height, I have to put my hmd on the physical floor every time, otherwise it starts the player almost in the ground. This is something that has just started happening and hasn’t been a problem. Is anyone else seeing this suddenly happening? I’ll need to see about rolling back my steamVR version. not sure what’s going on.

I have the same problem in 4.21.1
Did you find a solution?

Thanks

No I haven’t found a solution. I did try making a build and that does respect the correct room scale steamVR height setup. For some reason it’s just in editor that things are not working right.

Ok solved it, the problem for me was the ‘Windows Mixed Reality’ plugin we enabled in the editor. After disabling it Steam properly worked again.

I already had that plugin disabled, actually. I tried re-enabling, restarting, then disabling the plugin/restarting the editor and I still see the hmd height problem. Did you also happen to redo your SteamVR room setup?

Updated to latest NVidia graphics driver (417.71) and latest SteamVR (1.2.7 beta) I still have the problem. It’s not just the height that is wrong, but if I hit VR Preview Play in editor, whichever way the hmd is pointing and wherever it happens to be located is now considered the 0,0,0 positioning and rotation of the Vive volume. Anyone else see this happening?

Hi, is anyone else having any issues similar to this? I’ve tried placing my vrPawn in the scene rather than a PlayerStart actor. I’ve tried replacing the GameMode with a new one. I’ve tried toggling on/off the Oculus, Vive plugins. I’m seeing the same issue over and over. Playing in editor, my VrPawn is starting where my physical hmd is located in my office. It considers the location and rotation of my physical hmd as the center of the vive volume within the Unreal level. So if the hmd is on my desktop next to me as I work, when I start the game, my view is in the ground within the level as well as considering the rotation of the hmd as the rotation of the start placement. This is a very annoying way to work. I have to place my vive hmd in the center of my physical tracking volume every time I do a VR Preview in editor. If I build the game out, the hmd position is correct…meaning that I can start the built game with my hmd on my desktop and it knows that my tracking volume is actually on the floor and back about 3 feet.

Ok I finally found the issue after much consternation! There was a ‘ResetOrientationAndPosition’ node embedded in one of the vehicles involved in my game. (I inherited the BP and didn’t know it was there!) So for anyone else who comes across an odd issue like I was having, double check that you don’t have any errant nodes like this imposing their evil will on your games. Make sure you centralize all this kind of behavior. Argh.