Cannot turn with Oculus Quest 2 (basic locomotion issue in 4.27)

If you’re making a first person game, that kind of rotation likely won’t work very well in VR since it doesn’t take in account the players position in the tracking space. I’d recommend looking at how the SnapTurn function in the stock VR Pawn works. If you want to switch it to smooth turning, you could call it on Event Tick and set the local yaw delta variable to the axis value multiplied with the yaw rate and time delta.

If you want to use your method, one thing to check is you have the “Use Controller Rotation Yaw” property checked in the pawn, or it won’t use the rotation from the player controller.

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