Steam VR Template

@ ExtinctGames

  1. There are the nodes in question. They are at the bottom of the Vive_Pawn Event graph, red circles.
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2)As for the pawn does it start at floor level even if playerstart is upstairs or your camera is at floor level? If you always spawn at floor level, be sure that Planar Movement/Snap to Plane at Start is unchecked (in FloatingPawnMovement in Vive_Pawn). But if you just fired the template without alteration everything should be fine?

3)I already answered the same question 2 weeks ago, so I’ll put it as an option and explain it in the guide:

1)Essentially, the pawn will teleport on mesh following their collision capsule. Look at the stairs:
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The collision boxes are purple.

  1. When tracing the possible teleport point (the red dot), the Break hit result/normal will compute the normal of the point on which we want to teleport. The normal will be between 0 (90 degrees to the floor) and 1 (0 degrees, perfecly aligned with the floor). You can test it by doing a print string with a one frame line trace. It will tell you a z value betwen 0 and 1. Test it on the sphere will you see all values (tangents) go from 0 to 1.

  2. Anyway, I put a safeguard (green circle in 1st picture) in the fonction of .90. What does it mean? It means that you can only teleport on surfaces with a normal of at least 9%*1 normal, so surfaces who are aligned within 0 to 9 degrees of your floor angle. Without this, you would teleport on blocking volumes and on walls. However, you just have to relax this value, let’s say 0.5 rather than 0.9, and you should be fine teleporting on uneven surfaces. However before this check you stairs collision boxes to be sure theyr are ok