I’m starting a simple VR project using the Blueprint VRTemplate in Unreal 4.7 and Oculus Quest. The basic problem I’m having is that my custom VRPawn doesn’t respect the NavMesh when using my custom movement. I can move around my scene and collide with geometry, and I have ramps and gravity working, and I can see the green NavMesh in the viewport, but my pawn isn’t constrained to the green area, I can walk around the rest of the level as well.
The inbuilt “teleport” movement DOES respect the navmesh, but I didn’t like this system, so I created some simple joystick movement instead (this will be stationary VR, not free-roaming). My new joystick movement uses the BP “AddMovementInput” node.
To test the problem, I created one pawn based on the DefaultPawn class, and another based on the Character class, and I have both moving around the scene with the joystick input and no other issues. However, neither of them are constrained to the green NavMesh.
I’ve tried changing the CharacterMovement from NavMeshWalking to Walking, I’ve tried deleting and rebuilding the NavMeshBounds and RecastNavMesh, I’ve tried changing various Navigation settings in the ProjectSettings. I’m really stuck.
I’ve read that “NavMeshWalking” isn’t functioning in 4.7, but I thought my Character class should respect NavMesh boundaries using simple “Walking”. As mentioned, my DefaultPawn class ALSO isn’t constrained to the NavMesh area.
I’m really not sure what else to try, is there anything I’ve missed? Is there a problem with using AddMovementInput for this? Unfortunately I don’t think I can view my NavMesh debug at runtime in VR, and it’s possible that it’s getting rebuilt after the level loads, but if that’s the case, it’s ignoring my NavMesh bounds when that happens.