VR Pawn bug with Quest version 15 + UE 4.24.3

Hy there,

It seems that there is a bug in VR Pawn since Oculus Quest firmware updated to version 15.

When I connect a static mesh to the camera of the Pawn, the pawn is not working correct anymore.
The Height is incorrect, camera in on floor level, and the motion controllers are not visible.
Removing the static mesh, and everything is working normal again.

Is this a new setting or a bug? is there a workaround?

My multi user app is headless at the moment :slight_smile:

Best regards, Jeroen

Not sure what about the invisible controllers, but the second issue might be related to setting the trackingOrigin of the device.
You need to put the VR pawn in the level at floor level and then call some code to set the tracking origin.
There is also a Blueprint node called “Set Tracking Origin”
Or you do it in c++:

    if (UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName().IsEqual("OculusHMD", ENameCase::IgnoreCase))
    	{
    		UHeadMountedDisplayFunctionLibrary::SetTrackingOrigin(EHMDTrackingOrigin::Floor);
    	}

As for the other issue, it might help to see some code or Blueprint setup.