# Vr height changed in 4.17.0-prev3?

**URL:** <https://forums.unrealengine.com/t/vr-height-changed-in-4-17-0-prev3/401230>\
**Category:** XR Development\
**Tags:** bug, vr-template, unreal-engine, question\
**Created:** [August 6, 2017, 12:09pm UTC](https://forums.unrealengine.com/t/vr-height-changed-in-4-17-0-prev3/401230 "2017-08-06T12:09:47Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![maxbrown](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maxbrown/32/1194506_2.png) [@maxbrown](https://forums.unrealengine.com/u/maxbrown)\
**Post date:** [August 6, 2017, 12:09pm UTC](https://forums.unrealengine.com/t/vr-height-changed-in-4-17-0-prev3/401230/1 "2017-08-06T12:09:47Z")

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I just noticed that the eye height in 4.17.0 preview 3 seems way too low. I noticed the difference in a few converted projects (4.16-\> 4.17).

If anyone could confirm using the vrtemplate in both versions in totally new projects and using the Motioncontrollermap. See pic below. I tested using an OculusRift.

 ![203815-vr_height.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/1/a/c1a37dea86a4b8068e3340b126c8ddef7045ca72.jpeg)

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [August 7, 2017, 6:13pm UTC](https://forums.unrealengine.com/t/vr-height-changed-in-4-17-0-prev3/401230/2 "2017-08-07T18:13:11Z")

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Hello maxbrown,

I was able to reproduce this issue on our end. I have written up a report and I have submitted to the the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: [Unreal Engine Issues and Bug Tracker (UE-48121)](https://issues.unrealengine.com/issue/UE-48121)

Make it a great day

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**Author:** ![maxbrown](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maxbrown/32/1194506_2.png) [@maxbrown](https://forums.unrealengine.com/u/maxbrown)\
**Post date:** [August 8, 2017, 6:07am UTC](https://forums.unrealengine.com/t/vr-height-changed-in-4-17-0-prev3/401230/3 "2017-08-08T06:07:36Z")

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Someone on the UE forum noticed; getHmdDevice name results in another outcome in 4.17.0 so the switch doesn’t work as expected in the motionControllerPawn blueprint. I just tested in the official 4.17.0 and made the changes (use oculusHMD in the switch) and it seems to work again as expected.

Would be nice if the vrTemplate would be updated as well with a free locomotion solution besides teleporting. A lot of people like that option.

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**Author:** ![SoftWorx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SoftWorx](https://forums.unrealengine.com/u/SoftWorx)\
**Post date:** [September 11, 2018, 11:35am UTC](https://forums.unrealengine.com/t/vr-height-changed-in-4-17-0-prev3/401230/4 "2018-09-11T11:35:00Z")

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I seem to now have this issue myself with a couple of different games all starting with 4.17 and now each time I upgrade the game engine, it screws up my VR eye height and ive also been racking my brain trying to figure out why or how to fix this.
