When you work with Pawns, you generally want a colliding component as the root, otherwise the movement component has nothing to latch onto; we then use a movement component to help the pawn move (controls implementation can even live there). Try reading up on Control Rotation to see how it affects pawns / cameras. Having a camera as the root of the pawn is… uncommon.
Thank you for replying.
My project is basically, you have a large walkable area in real life. and you walk with your legs no controllers needed. But when you want to go up you have to press a button with your VR hand.
But what if the map is larger than the walkable area? then I want to press a button to rotate the player 180 degrees so that you have your walkable area again to use and you can move further.
A character could also work great, perhaps even better. You can also have the pawn itself utilise Control Rotation. This is, by far, the most common method. The element at the root must have blocking collision, otherwise this:
you have a large walkable area in real life
Will definitely not work OK. There are situation where you do not need collision, if the VR pawn can only teleport from one location to another, and never actually traverses any terrain, there will be no need for what I suggested.