If you mean the template pawn, it spawns two extra controllers outside of the VRCharacter which has its own controllers and it handles things differently. I don’t remember what trigger and grip do in that template but you may be colliding with the spawned in controllers somehow? The VRCharacter uses full capsule collision so if you are running into something that is set to block a pawn it will stop you and “slide” on the obstacle like a normal character would.
I think the capsule is currently set to ignore everything except for static channel objects as well.
I wouldn’t suggest trying to reparent the 4.13 template pawn to a VRCharacter but rather copy over the blueprint code you want to the VRCharacter, it will make sure that you aren’t using the wrong systems. If you want to use the controllers from the template you can set the ones that come with the VRCharacter to not tick, keep in mind though that the default controllers don’t have any of the plugins functionality for replication or gripping.
Ah! Excellent info here , thank you. I have a strong hunch it is indeed the collision of the controllers colliding with the VRCharacter capsule now that you mention it.
I will try your suggestions today, they make a lot of sense.
Kind regards,