I’m looking for setting up a postprocess effect when the camera hits a wall using VR (avoiding the player to walk through walls and so).
I’ve attached a sphere component to the camera and managed to set up Overlap events for this sphere.
However during VR preview, the component reacts constantly as Overlapped-NotOverlapped-Overlapped-NotOverlapped and so on, EXCEPT when hitting a wall (when it says nothing at all).
Any idea what’s going on ?
So you don’t use any collision at all? But the player still be able to walk through a wall and get his normal view back after he entered the new room?!
I use a sphere collision ; this one changes the post process effect, but the player can effectively look through the walls if he wants to. However i’ve set an invisible wall volume to “fill” the room I want the player don’t go in. So the view is still changed.
I was looking for another system that teleport the player to the last valid location instead, but didn’t find out how to make it work fine.
Not really locomotive movement, just teleporting the pawn to the last valid location known (eventually using a fast fade to black to make the transition easier).