Im trying to recreate my house to scale but the player is too big compared to a real size room and i can’t even walk through doors, this is using all real measurements in cm, walking is also a bit quick.
I understand it’s still early days but i think more people will be interested in creating their own spaces for fun and ue4 should be good for the average person to pick up and start creating stuff. Eventually it would be nice to have a simple full body avatar to look at as well but for now having proper scale would be enough.
Until then how does someone new to ue4 go about getting player size and speed right?
Please take a look at the Content Examples project and open the VR.umap to see an object with proper scaling for Oculus. That may point you in the right direction, though I would suggest following Kris’ instructions, since he writes tutorials for the Oculus.
Thanks, i appreciate the help but beyond mapping i have no idea what im doing when i open blueprints so pointing me in the general direction isn’t much good.
I was hoping for more of a step by step guide on what i need to change exactly so things look right, remember vr is coming and will only get more popular, not everyone who might like to use ue4 is a dev who has time to learn the programming side of things, im trying to learn stuff but this is something i just want to fix so i can get back to mapping again.