It would be so Epiccoughcough if the next training stream featured creating a VRCharacter from the ground up, from creating the player controller, the player actor, and the player animations (via re-targeting). The stream should also focus on run speed, head-bob, etc…
It would also be cool if once done, the project could be shared with the community
These videos that Epic are putting out are what’s called in professional circles as training videos. Thus, it is imperative to re-iterate basic principles in such videos, much like how the Epic guys constantly say “do not attach the HUD directly to the camera so that it is always in the user’s face.”.
PS: In the Unreal Engine, the character speed float variable is named, “Max Run Speed”. There is also another variable named, “Max Crouch Speed”. According to the best practices guide lines, the comfortable level of the Max Run speed variable is 30 m/s, however, since the Engine is running in CM, you need to set that float variable to 300. Sprint speed I calculate as 400.
Also, in my projects, I do three different sets of “player attributes”, PC with VR, PC without VR, and GearVR… each of these game modes are set to different HUDs, PlayerControllers, PlayerCharacters, Cameras, and CameraManagers.