Hey y’all! Firstly, this is an issue specifically relating to VR development.
So, I have run into an issue where-in the collision capsule is only ever centered to the playspace, never the character (unless the player is standing exactly in the center of said space.) I’ve been working on a fix for quite some time but can’t seem to find anyone else that has solved this issue and said how, and nothing I’ve tried is working. I’ve tried creating a separate collision capsule as a child of the camera and disabling the original, changing the tracking origin type, teleporting the camera to the capsule, teleporting the capsule to the camera and a few other methods, but nothing seems to work. Has anyone faced this issue and fixed it? My game relies heavily on wallrunning which is a major issue when the player’s head goes through the wall even when they aren’t trying. If anyone has found a solution please let me know.
Hey there @FallenWraith120! It takes a bit of effort to make the capsule behave like a normal character while retaining the HMD freedom. Often users (including myself) will use premade solutions like the VR character from the VR expansion plugin, though you could just take a look and see how they handle it there. There’s also a solid physical hand implementation included if you wanted to have a similar mechanic.
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Thank you for the suggestion! However I was able to find another way to deal with the issue! This Video works perfectly! All it took was the right google search and a lot of patience. You only really need the Update Align Collision HMD function and the code attached to the event begin play graph. I hope this saves other people’s projects the way it has mine.