Posses a Pawn blueprint in VR

Hello!

I’ve been trying to make a motorcycle in VR (basic template), where I have coded the logic for how it should drive in a Pawn Blueprint. For this I have made two input actions (throttle and steer) that I have made an input mapping context for those that I call (“Add mapping context”) at “begin play” in the motorcycle blueprint (where I also use “get player controller” with index set to 0).

I then try to click the button that I assigned to “IA_throttle” (the x button on oculus controller) and nothing happens. I added a print string to see if it fires but it doesn’t, although a print string that I added to “begin play” in the motorcycle blueprints fires every time. I have tried to change around the input type for the actions, I have even tried to add it to the “IMC_Default” just to see if it works, but nothing is working so far.

My question is: can you not remotely activate a pawn blueprint if you are not possessing it? And if so, what is the best way to possess a pawn blueprint while in VR (without interfering with the VR aspect etc.)?

Inputs go thru PlayerController. You could put your input action event in your PlayerController, and pass the action to a reference of your pawn. Add custom event or function on your pawn “HandleThrottle” and call that w your PlayerController.

If you want to possess in VR it’s the same as flatscreen. On your motorcycle pawn, you need your vrorigin setup and may need motion controllers and hands depending on how you expect to interact with the environment. Start w copying over from vrpawn setup to get started.