Unable to teleport VR Character using Teleport BP (Unique Issue using Contractors VR ModKit)

Good day,

I am close to releasing a BIG 3 year project for a mod in Contractors VR. It’s a modkit for the series using a custom Unreal Engine 4.27. My project includes portals that teleport the player to different worlds and I am stuck on one major issue I’ve had for months… I have tried everything I can think of as well as adding my own tricks. I cannot for the life of me get the player to teleport with any set rotation. I have setup a BP to send the player from one portal to the other which brings the player to the desired location perfectly but won’t rotate the body, head, anything while testing on mouse and keyboard OR Virtual Reality?

Unfortunately Contractors is pretty locked down with their BPs and settings so a lot of coding is casting and trying nodes until it works… I can’t open or edit most assets directly. I’ve casted to ZomboyCharacterBlueprint (CharacterBlueprint) which works for many functions but it seems the HMD isn’t a part of their CharacterBPs or CameraBPs? I’ve tried a bunch of answers in forums for getting the rotation to work. Control Rotations, Camera Rotations, Character Rotations don’t work. I can’t find anything under HMD or VR or Oculus. There’s got to be some way to call for something to rotate the player. I wonder if there’s anything I am missing??

Please Help!!!

If they are using the stock C++ class for the camera component, the player rotation should be controlled by the transform of the component the camera is attached to. By default it’s a Scene Component with the name VROrigin.

It’s hard to say for sure how it works without the the code available though. The stock VR movement features that come with Unreal are very limited, so there will definitely be custom code controlling it. The code likely manipulates the transform of the component, so modifying it directly might lead to it being overwritten again.

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Thank you for your response! I haven’t tried this yet. I will try to cast to some of these components and adjust the rotation from there and respond!