So, i am creating a project, Arch Vis type stuff. We have an .FBX file, which has come from Autodesk Revit. We have exported the model from Revit, opened up in 3DS Max and re-exported to .FBX after removing some stuff. Once we have the .FBX file in the project, we go into it and set the collisions to complex, and they look accurate.
Everything works fine when we preview/play the game in normal first person (no VR) but when we test in VR using Oculus, the camera drops to about 500mm from the ground and it is as if the camera has been offset to one side. We can walk flush up against a wall on the right side of the building, but on the left side of the building it is as if the colliders are offset 1000mm, meaning we cannot move all the way to the wall. It seems like a constant offset on all geometry (NOTE: The same issue happens on native Unreal geometry, so does not seem to be anything to do with the .FBX file)
To sort the height issue, we plug in a “base rotation” node into the “EventBeginPlay” node in the first person blueprint and give it an offset. But we cannot fix the collision issue.
any help is appreciated
EDIT - Using Unreal Engine 4.16 (Same issue in previous version)