Baffled by VR camera behavior in UE5

Hey there. New user of UE 5.3, on Windows 11, with an Oculus Quest 2 connected via USB.

I’m experimenting with UE 5.3 as a platform for VR. Unfortunately I’m stumbling right out of the gate. The template experience works fine, and I was able to add smooth movement to it. Once I started trying to add a player avatar, though, everything has gone haywire.

I’ve taken the VR Pawn and converted its base class to a Character. Once I add a player mesh to the mix, it starts exhibiting some unusual behavior. The HMD viewpoint is significantly above the character’s head, despite the camera being positioned correctly in the blueprint - or even parented to the head bone. Other topics on the subject I’ve found suggest lowering the camera by the capsule half height, which makes the situation better, but reveals the camera is now slightly behind the model’s right shoulder, like it was a third person game. It is also suggested to explicitly set the tracking to floor level at startup, but that also does nothing to resolve the issue.

I attempted implementing UBIK even though things were broken, hoping the constraints would bring things under control, but all I ended up with was my character model in the floor, ignoring the input from the HMD and controllers.

I’ve quickly run out of ideas and possible search engine queries to resole this. Help?

Hello there!

I have not tried creating a body for a character in VR in recent Unreal versions but what worked for me in the past was adding components I needed to the VR Pawn not necessarily converting to the Character class. I would suggest you try the same if you have not tried that already.

Hope it helps!