I have a VR Character, character has a mesh with animations. I set up hand IK following youtube video. Works great. When I run I get camera shake and if I move head then I clip through my own head in game its trippy (not the good kind of trippy neither, like a harsh kind of trippy) anyways. When I attach (mesh) head to VR camera, the camera spins in all directions perpetually (even bigger buzzkill than the running animations cause)
To set up the hands I referenced the controller transforms in event graph of AnimBP
Then in AnimGraph is used FabrIK from hands to clavicles, then used transform bone to fix some rotations.
I figured that I could do the same with the head, I made a reference to camera in event graph
I used FABRIk from head to neck same as above. It was terrible. I tried the spine, the root, everything I could.
IU tried workarounds and detaching the camera from vrorigin and attaching to capsule. no good progress
I cried in the shower (so nobody would know) then I came here for help.