Measuring height at VR traced level

Yes it is perfectly possible:

  1. In your VR Pawn, create a boolean variable bMeasureOn to turn the measuring function on/off, I don’t think you want it on all the time. Make it True for the moment, later you could use a key to toggle it.
  2. From the Event Tick in your VR Pawn, check if the bMeasureOn variable is true with a branch. If it is, continue to 3.
  3. Do a Line Trace by Channel, starting from the current VR Camera position and along the VR Camera Forward Vector for enough units to hit the walls around (say 500 UU = 5 meters). I assume you know how to properly do a line trace.
  4. With a Branch, check the Return Value pin of the Line Trace by Channel output to make sure you have hit something
  5. If the Return Value pin is true (meaning you have hit something), use Break Hit Results to break the content of the Out Hit pin
  6. Extract the Impact Point → Break Vector → Take its Z coordinate
  7. Since the height of the floor is 0, this is the height of the impact point in cm above the floor
  8. Divide the Z coordinate by 100 to have the height in meters

That’s pretty much it. If you want to limit the measurement to walls, you can tag their meshes with a special tag and then use the Actor Has Tag node to check whether it is or not a wall.