I’m not re-seating them on every tick, I am repositioning a scene component so that they stay without a boundry inside the vehicle for their seat.
The actual character itself i DO attach to the car, however is uses a new function that I added to the blueprint character that didn’t exist before so its likely not being called for you post migration. You have to re-create the function in your own character.
Initial tests having worked out for the most part with the vehicle I am considering rolling the additional functions and things into the plugin itself in the future, but for now you would have to re-create the new blueprint functions that are called.
As for teleport rotation, the stick pressed down is an implementation difference between the trackpad / joystick of the two controllers, for oculus I would likely remap to use axis values when not held down so that it works better. But I don’t have rift/touch so getting the implementations perfectly clean for them is bothersome. Controllers orientation to dictate direction would work, but you cut out positional updates while doing it then, if you like it more then feel free to change the teleportation logic to accommodate what you want I either have to build hundreds of options in or choose one as an example and tell people to modify to suite themselves.
Out of body / navigation are not set up for rotation, its possible to do with them but I didn’t feel it was necessary as you can manually turn during the movements and they are setup as roomscale implementations, if you want a standing only version you would want to add a rotation to the final teleport of the out of body.