Chaperone bounds lag behind geometry

Yes. I will Post a Screenshot of my working setup tonight. I have the controllers working too.

Fantastic, that’d be much appreciated, thanks :slight_smile:

I get the Players position in the chaperone like this:

Here’s my pawn:

90997-ue4editor_2016-05-18_01-57-31.png

And here is the controller setup.
I rotated them 90degree and lifted them 70cm into the air to make sure they always spawn on start:

90998-ue4editor_2016-05-18_02-02-14.png

Anyway: the X and Y coordinated of the Thumbsticks are switched so
just rewire them in your scripts…

My chaperone is flat on the ground and doesn’t float arround when moving the headset. There is no lag.

Hi Epic, Thank you for your work and the new version.

I have a basic questions.

Vive Chaperone is still “Wavy” in 4.12 when I using this https://docs.unrealengine.com/latest/INT/Platforms/SteamVR/QuickStart/2/index.html

Only deselect “auto manage active camera target” help me Chaperone bounds lag behind geometry - XR Development - Epic Developer Community Forums

My questions:

  1. The setting doc is obsolete?
  2. I missed something in doc?
  3. I have to use a paid Epic support?
  4. It is blocking feature against development?
  5. Can I get an official response?

Thank you very much.
Michal