Teleport to another level when object collides with pawn (or alternatives) [Help]

Hello all.

I’m trying to emulate a mechanic found in the RunebergVR Plugin. Specifically, the mechanic where you load the demo and you collide a sphere with your pawn in order to load a new level.

I’m building off of the VR Template included in Unreal 4.18

My end goal is that a user would be able to put a helmet on themselves, which would loan another level. Once the user takes the helmet it off, it would transport them back to the previous level.

I’ve tried copying the blueprint of the sphere to a new object, but it doesn’t fire. When I bring the demo spheres in, I can see part of it fire when simulating, but still, nothing happens. I have added a collision capsule to the default pawn.

I’m at a complete loss here, and would appreciate any help or pointers in the right direction. Perhaps a better way to do this?

Thanks for any help in advance.

Edit: Since my replies aren’t posting (It’s been close to 24 hours since I’ve replied), I’m updating the OP with added info.

This: https://i.imgur.com/rakN7SH.png is the blueprint I’m using, or, trying to adapt that is.

Right now I’m really struggling to get anything to snap to the HMD. I see a tutorial on how to *permantly *attach something to the HMD, but that’s not really what I’m after.

I have successfully made objects open a new level when interacted with, however, the simple act of reaching to the object opens the new level. Great for a portal like the Oculus intro, but doesn’t do what I’m after.

Can you show the Blueprints where you have implemented your logic? Otherwise it is really hard to guess what could be wrong.

Sure thing https://i.imgur.com/rakN7SH.png It works on the level which was posted above (as well as all other blueprints); but does not seem to interact the UE Template Pawn.

Post your setup please, otherwise noone is going to be able to point you in any direction whatsoever. Basing on your post I’m not sure whether to write about level streaming or events execution based on overlap/collisions. I personally haven’t touched the plugin in ages, so no clue what’s in there.

Refering to what you’ve stated as your end goal I’d tackle the implementation as follows:

Setup helmet on/off mechanic, either by snapping to actor/component or setting relative transforms of the helmet actor/component
Add collision volume to determine the events, obviously make sure your collision settings for said volume are set properly to overlap with pawn/controller/whatever
Unload current level, fade out, load desired level, fade in.

That’s pretty general, however should get you started.

I’ve replied with the setup, and linked it in the OP. I don’t know why my reply isn’t showing up, it’s been over 24 hours since I posted. But I am replying again with it.

This: https://i.imgur.com/rakN7SH.png is the blueprint I’m trying to use.

I’ve set up my capsule to enable collision, but it does not seem to actually collide, at least, it doesn’t trigger with the above script. It fires from Oncomponentbeginoverlap to Cast to 1_main_Vrpawn, but that’s about it. And I think it may be the controllers colliding, and not the capsule.

I’ll see if I can get a simple helmet (or anything attaching) blueprint going first.