Mmmm, I went in and based the two characters on the same BaseVRCharacter awhile back to make it easier to do just (so I could make BP for VRCharacter and just copy as Simple to save me time). However it does throw an assert in code (about parent relationships) that I just ignore since I run from Visual Studio that may be blocking you attempting to do the same thing in just the editor.
Open visual studio, change the top from Development With Editor to Debug With Editor, press f5, wait for the editor to load, re-parent the BP class again and when it asserts hit continue in the popup box. The conversion should work fine, its just being overzealous about it.
I’ll note though, that if you are doing to save time with AI dealing with player location (I assume that is the problem?) that its probably not actually worth it. Simple character is missing the walking override that you may want and the neck offset, it also isn’t currently rotating the base character only translating it. There are ways around AI by using an aim location offset by the capsule for instance.
Even RoboRecall is checking if the aimed target is a VR character and if so is using the camera location instead of actor location, some times casting is fairly necessary.
Edit I will also note that the VRCharacter “Should” be returning the correct location for pathing too, its target point is overridden in the code.
Edit2 Should I make a custom AI Controller to handle the VRCharacters? It would be really easy to do and could just be set as the controller for AI then and it would handle my VRCharacters and SimpleVRCharacters natively then.
Edit3 Don’t want more posts - Already made a custom AI Controller that checks for VR characters and adjusts facing rotation and line of sight to checks. Can’t find anything else in there that really needs an override.