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

Sorry for late reply but I didn’t have much time to touch the project.
Following your tips I didn’t yet have same issue again. I have only Vive attached but when you mention it, I think I’ve installed Oculus sdk at some point but removed it long time ago.
Now I have same issue like guy above me :stuck_out_tongue: Teleport target doesn’t show up, collision and navigation seem to be in order. It does work on other test map.
What I’ve found though is that pawn spawns with it’s feet inside the floor on both maps and in clean project despite what is set in “spawn collision handling”. What I mean is that I can reach into the floor with controller, like ground is not calibrated. On the blank map when you move the ground to be at 0,0,0 instead of 0,0,20 it spawns correctly and ground can be ‘touched’ instead of overlapped.
If I move whole thing up, floor and player start it’s same thing, actual floor is slightly below visible ground. Like raycast while spawning hits the bottom instead of top of the surface but then why it doesn’t happen when floor is at zero?..