VR Expansion Plugin

Hmm, strangely enough, after I enabled the original inherited mesh, (i just commented out a specific super construct to not spawn mesh)… I was able to get the root motion working, however on replicated clients for some reason, the inherited mesh would remain at 0 degree z axis rotation, instead of the needed -90 adjustment most skeletal meshes need, even though it was setup that way in bp. Not fluent enough in cpp to figure out what went wrong, but it was enough to back out and rid of the original inherited again.

The reason we want root motion on our vr characters body is, we want the vr character to perform various “cinematic actions” that would be viewed by someone else, or the vr camera that remains locked in third person. Similar to watching yourself ragdoll after dying in Pavlovs, but we want more actions than just a ragdoll flopping down…

Also to , by overhead you mean performance? How much exactly. Because I kind of did , incorporated the Advanced locomotion system, onto the vr base character, then our custom vr player on top of the ALS with some ik blending for VR, now our characters blend in and out of NPC idle or VR interactivity smoothly. way our Vr character can run around and mimmic any other npc in the game, to blend in and hide from other players. Would there have been a better way to do ?

Benjamin up there,mentioned to have the Locomotion kit be attached as a Parent Child Actor, however the hassle to translate all code to replace all the references was a bit heavy, but after doing so, there seemed to be an increased lag between the IK following and the variables it was pulling through a child actor.
Switching it back to model and our IK is back to normal.