VR pawn not being possessed

Okay I figured it out.

It was my mistake that caused the player character to be destroyed right after the game starts :man_facepalming: I’ve set an event On Component Begin Overlap. The collision component was overlapping another collision component attached to the player, and leading to Destroy actor with target being set to overlapped actor, so, in the beginning, the player. I’ve added a check to see if overlapping actor is not equal to self.

Dude it took me like a week, I just removed everything from the blueprint, it worked. Then by the process of elimination I found this and now I feel like a dumbass.

1 Like