HMD rotation and position of a FPS Character

Hi!.. image is self-explanatory…
I’m looking for a way to fix the real life offset of VROrigin in a FPS controller…

Thanks.

You’ll also run into the issue where player collisions are in the wrong place, and the player will clip though walls when moving the pawn, since the capsule component isn’t overlapping with the player.

To fix both issues, while allowing the player to physically move in the room, you would have to every frame, move the entire pawn to the players physical location (in the horizontal plane). Then move the VROrigin back the same amount to keep the player in the same position in the world. I’ve never used the FPS controller in VR, so I don’t know how to move the pawn the best way.

Ideally the player should not rotate by the HMD origin, but by the players spine. To do it properly you would need to add an offset backwards along the forward direction of the HMD, to make the pawn align with a point behind it.

This also brings up the issue of handling player collisions with the world from physical player movement. If you move the pawn to the players location, the capsule will overlap with any geometry there. There are several ways of handling this, each with major drawbacks.

i have temporaly solved it by using Camera Component Forward and Right Vector to be controlled, just taking care that real life player is just in the center of the controller…

i did want to use tick as a last resource, but i will consider what you said .

Thanks!