I am trying to create two different game mode for the same level. To do so I duplicate my level. One for VR mode and the other for the standard mode (maybe there is a better way to do it). I understood how to use stereo on and off. In fact it is working but, when I switch from standard mode to VR mode I have no more access to the motion controller action ( I am using the BP for the VR template). I mean I cant no more teleport, grab, interact, etc). It is probably something simple and the problem is probably created because I am using a different BP character and gamemode, but I don’t find the way out the activate the “BP_motion controller”.
Yes, each level has is own mode and each one is connected to is respective pawn character. the standard use the project settings configuration and the vr mode has a override game mode.
Sorry but I am not sure to understand you well. What do you mean by “Eject self from pawn and check in the world output”
I also tried with unpossess and possess pawn, but isn’t working. Like I said, I get control of my motion controller pawn, but the connection between the “MotionControllerPawn” and the “BP_MotionController” is “broken”. in other word, The VR template use 2 actors to create the VR character and I think that the problem came from this combination. It is only an opinion, this is my first VR project.
when you are in upose you can select your pawn and check by outliner which in use. you can add breakpoints in the logic of motion controller pawn when they spawn motion controllers at the begin play
I tried this in the VR level blueprint and also directly inside the motion controller pawn, but isn’t working, there is something that i am doing wrong?