Thanks for your answer !
I noticed the property bIgnoreRotationFromParent just before you answered me. does the job.
For the scaling, I guess I can’t change the WorldToMeters property as must be done per player, and I think property is global for all players.
I think I’ll use a calibration step where I’ll ask players to stand up, and use the replicated camera component Z location to apply a scale to the mesh accordingly.
I have another question: I’ve set up an animation blueprint controller for the full body skeletal mesh which I use to visualize the other players.
I would like to play some locomotion animations when the players move locally. Unfortunately, the Velocity is always 0 for the VR characters.
Is intended? Am I missing something?