OK just kidding - the VR template is not bad. But using the motionControllerpawn is… short sighted. It does not offer collission and only the float movement so i float around like a ghost. With hands. Cool. But at one time i decided i wanted a real body (Not just hands). And that is when the problems began… Worst part is probably that i put my controls (Analog sticks o move besides the obvious teleport that is great) in the Motion Controller pawn. SO making a playercontroller did nothing - i guess the inputs just conflicted. A solution was to delete the motionControllerPawn, set default pawn to Character and making a new PlayerController. Which sucks because a) I’d want to keep both - the motionControllerpawn AND the new characterpawn. Not possible inmy setup. And the new PlayerController had some serious issues - at least with mouse when pitch suddenly became roll from mouseY and other unexplained phenomenas.
TLDR -What’s the best strategy to have a VR pawn with clipping (like collission) movement input? I do like the Motion Controller hands and teleport. Any suggestions? I tried possess and such, but with my current MotionControllerPawn and it’s included controls it was eating up all input no matter what i did, so probably i have to get rid of that. best approach?