Char Class and Readjusting the collision

Basically I want my pawn to use physics and use the movement input just like the character class does but I came across an issue where I need to always recenter my collider which I’ve done but the character class uses one already is there a way to make it use my capsule collider instead of the root or is there a better way ex. switching to pawn and moving. please note I’m relatively new to using UE as I’ve been a unity person most of the time, Thanks!

Hey there @xLunyl! Welcome back to the community! When first getting started in VR, I usually recommend sitting through the process of making a VR full locomotive character. Here’s two resources I’d personally recommend this video to get you started. However, if you’re like a more out of the box solution or want to see a more fleshed out character class to learn from it, I would recommend checking out the free third party VR expansion plugin. It’s quite nice and comes with a ton of features out of the box. Hope this helps!

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

Sorry for the late response, Thanks I look into it.

Doesn’t seem to be what I’m currently looking for as I need my hmd to match my capsule collider looked at his other videos and they don’t seem to be what I’m looking for.

After looking through several forums I figured it I did this before hand but never got it to work smoothly, either way I offset the players vr origin based on the capsule component so it stayed with the capsule component while still being able to feel that 6DOF feel still don’t know much of the nodes but this guys video helped with a little bit of my own adjustments, either way thanks.

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