I’ve tried out both the high forces, as well as directly using RequestDirectMove(), and at slow walking speeds I can’t tell the difference. So I think I’ll go with your suggestion of using the high forces to get the effect I’m after. Thanks!
I’ve also noticed an error in the Vive_PawnCharacter Blueprint’s CheckAndHandleHoveringMovement function. With the current logic you’re checking if either motion controller thumbstick is greater than zero before processing the hover movement. However, I believe what should be there is a check for not equal to zero. Otherwise, it is impossible to move when the thumbstick is in the upper left quadrant (X and Y are both negative in that region).
I also wasn’t sure if was by design, but it appears that the secondary hand can grip the rifle at any location, effectively making the secondary grip anywhere. While holding the rifle in one hand, I can grab the stock of the rifle with the other hand and pivot between my hands, for example. also makes it impossible to use the slider on the top of the rifle with my secondary hand, as I’m always gripping the rifle instead.
Thanks!