I am working on a regular movement system with the use of the thumbsticks. And I am quite successful… Movement is working like in Onward, where the left stick applies forward/backward movement and strafing and the right thumbstick is for turning around.
The problem is that every movement and turning input is applied to the “character movement component”. What that means is that every command is applied to the origin of the player’s character blueprint. If the player does move away from this origin in the real world with his HMD, he is actually leaving the capsule component and every rotation is like being a probe in a centrifuge.
The only solution that I can imagine would be to make the HMD the parent of everything, but the character class does not allow to change the root component (the capsule component).
Do you have advice for me? I am kind of surprised that no one else experienced that problem. But maybe I was searching for the wrong keywords.