VR teleport goes straight down wherever my controller is located

Im making a VR architecture walkthrough and for some reason my teleport does not do the trace anymore, the teleport market just goes straight down to wherever my controller is. So I can still teleport but only as far as my arm can reach. Anyone know what is happening?

Hey @P3DCP

  • Is there enough room for your pawn? No interferring collision of other meshes?
  • Did you edit the NavMeshAgent settings?

I figured It out. For some reason the building that I created in rhino and exported was the issue. I had to break down the model into individual walls and floors and piece it together in Unreal.

But my new problem now is that whenever I teleport my camera goes straight into the ground and it feels like I am 1ft tall. Do you have any recommended ways to fix that? I’m using the normal “player start” that you get when you load up a new VR level and I have tried to also remake the floor but to no success.

Hey P3DCP!

You could try moving your collider down, and making sure it’s not getting deactivated in your player’s BP. It seems like after your teleport it’s putting the root (0,0,0) of your character on the ground! Look in that direction and get back with us! :slight_smile:

By collider are you talking about my floor model? If so I have tried that as well and I keep getting the same outcome.

Sorry! What I mean is the collider on the player themselves. Typically it is a Capsule Collider, but it could be any of the various kinds. That being said, your teleport might be placing your player’s center at the new location. Try adding 50 to your Z coordinates for the target teleport location before the teleport!

Awesome thank you! I ended up going into the VR Pawn blueprint and changing my Local Nav Mesh Cell Height to -160. Don’t know why I had to make it a negative number but hey it works.

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