The offset capsule stuff is pretty legacy at this point, its mostly used for shared space stuff and since the majority of that work doesn’t require locomotion its likely best to use just a raw Pawn instead anyway.
For the mover and VR the implementation I was looking at was having a LayeredMove that never expires and injects the HMD’s XY translation each frame into the movement chain. Then i would just lock the camera in XY like I already have implemented. This would work essentially just like VRE’s now default mode of directly driving the character by HMD movement.
Also it would just be something that could be slapped into any other movement chain for Mover logic then.
It would be pretty trivial to have that as a default layered move option in the engine itself.
Likely would also have to do the neck placement offset logic as well to sit the capsule a bit back. For leaning approximating head to feet and shifting that neck placement back would work, or since mover actually sweeps collision bodies you could drive a head sphere separately that shares collision assuming that the movement logic gets rewritten to be more generic and less of a copy paste of the original CMC walking code. Last I looked its still hard coded to use capsule overlaps for the basic checks.
This is all assuming that it can be done that easily without precision issues / modifiers, I have it working like that in the old CMC stuff but I did go in and manually inject it in places where it wouldn’t be touched by air/water friction and things like that and it runs at a much higher precision for the HMD movement than the rest of the character does. The Mover replication of custom properties shouldn’t have an issue with the precision part but the application may be scaled in some place that I missed.