Not without breaking a lot of what epic set up for VR behavior (room scale bounds for one, they will rotate with you then which is incorrect, though I guess they are likely already incorrect for simplechar). Also driving view rotation off of character in a networked environment was not something I felt comfortable doing.
If your IK plugin does not have a variable to expose to drive different elements than I suggest you contact the dev and ask for some, because a closed IK system is not exactly suited to VR (or lots of other uses honestly). Generally any good IK system should allow you to pass in your own Forward vector…which would be the VRForwardVector. Without that, it is incompatible with literally every VR setup currently in use in the engine.
I could maybe add an optional rotate with HMD option, but like I said, I don’t like the concept currently.
Safe Method, should be hassle free, has more steps
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MAKE A COPY OF YOUR PROJECT (can’t stress enough, if you don’t have a backup system you do regardless of plugin updates, even just engine updates).
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Replace the current vr plugin folder with the new one (delete old one first)
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Delete the intermediate folder for your project
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Right click on the UProject and Generate Project Files
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Compile
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Make any required blueprint changes for things that were changed.
Unsafe method, may have to revert to safe method if the engines reference precompiled files are messed up
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MAKE A COPY OF YOUR PROJECT (can’t stress enough, if you don’t have a backup system you do regardless of plugin updates, even just engine updates).
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Replace the current vr plugin folder with the new one (delete old one first)
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Compile
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Make any required blueprint changes for things that were changed.