VR-Ready C++/Blueprintable Pawn with common VR functions. Also good as a SteamVR project template.

Hi… Had a look at your project this morning.

The root cause in the sample scene you provided is that the NavMesh generated valid area is too high off the floor where the component is expecting it. You have the following options:

  1. Tweak the Nav Mesh Tolerance Z Value in the Movement Component, I changed it from 10 to 15 in your sample scene and that was enough to get the pawn moving.

Alternatively, you can tweak the nav mesh settings precision BUT at the potential cost of performance:

  1. In your RecastNavMesh-Default in the World Outliner, set the Agent Radius and Cell Height to a lower number so that the generated Nav mesh area sits closer to the floor where the plugin’s movement component expects it.

  2. In your sample project, you can ensure default values in Project Settings > **Engine **> > Navigation Mesh. Tweak the Agent Radius and Cell Height till you get as close to the floor as possible.

Alternatively you can create custom nav agents for different use cases in your project (under Project Settings > **Engine **> Navigation System > Agents). Here’s a nice article about it:
https://unrealpossibilities.blogspot…iaries-11.html

I hope the above helps.

Cheers.

P.S.: Nice job on the pawn mesh feet & arm IK you got there :slight_smile: