I am currently trying to do some Vive VR locomotion experimentation in blueprint and have run across a massive issue with how Unreal handles component collision. The issue is that UE4 forces you to have your ONLY collision component be the root of a pawn, character, etc and any child collision components are ignored completely (when it comes to static meshes). This isn't a problem if you are making most traditional games where the character cannot venture away from "center", but if you want to do room scale VR stuff, it becomes a disaster.
Want to mix traditional controls and room scale? Well you can't because the root for the Vive has to be a scene component (not a capsule) and even if it could be a capsule it doesn't follow the player as they walk around in the room scale environment. This is by Valve's design and would not be a big deal if you could add a freaking capsule to the camera and have its collision work. But you can't, because epic doesn't allow collision to work on children. This means that if your player has moved off the center point traditional movement will only collide based on the middle of the root space (if there is a collider there), which in turn means players can travel through walls to an extent.
This also means experimental locomotion, stuff like jogging in place + roomscale, leaning + roomscale, ect, wont work unless you force your players to move back to the center of their play space every time they wish to move. You literally can only use teleportation + roomscale which is terrible considering what I want to do would be brain dead simple in Unity where I can add a capsule collider wherever I want on my character and the collision will just work.
I love UE4, the workflow, the rendering, pretty much everything about it, but I may not be able to use it because of this. I just don't understand why we cannot select which collider, or colliders, we want to collide with the world. Its like VR completely caught one of the biggest and best engine developers out there completely off guard.
Hearing Mr. Sweeney, someone I have the utmost respect for, speak about his vision for VR got me excited to delve into it. Guess I am just a bit frustrated that the engine is actively working against me. I really, really don't want to go back to Unity
.
Want to mix traditional controls and room scale? Well you can't because the root for the Vive has to be a scene component (not a capsule) and even if it could be a capsule it doesn't follow the player as they walk around in the room scale environment. This is by Valve's design and would not be a big deal if you could add a freaking capsule to the camera and have its collision work. But you can't, because epic doesn't allow collision to work on children. This means that if your player has moved off the center point traditional movement will only collide based on the middle of the root space (if there is a collider there), which in turn means players can travel through walls to an extent.
This also means experimental locomotion, stuff like jogging in place + roomscale, leaning + roomscale, ect, wont work unless you force your players to move back to the center of their play space every time they wish to move. You literally can only use teleportation + roomscale which is terrible considering what I want to do would be brain dead simple in Unity where I can add a capsule collider wherever I want on my character and the collision will just work.
I love UE4, the workflow, the rendering, pretty much everything about it, but I may not be able to use it because of this. I just don't understand why we cannot select which collider, or colliders, we want to collide with the world. Its like VR completely caught one of the biggest and best engine developers out there completely off guard.
Hearing Mr. Sweeney, someone I have the utmost respect for, speak about his vision for VR got me excited to delve into it. Guess I am just a bit frustrated that the engine is actively working against me. I really, really don't want to go back to Unity

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