using HMD Locomotion Map after using teleport anywhere camera is moved to spot but Z is set to floor
had the same issue, here’s how I fixed it:
- opened MotionControllerPawn > Event Graph in BP Editor
- located “Handle Teleportation”
- piped GetDefaultPlayerHeight into the Z input of a new Make Vector
- added that vector to the GetTeleportDestination Location Output Vector
This only made the player location to spawn at the zenith of the map, far away from anything else. The location was high in the sky and there was no way to teleport back to the navigable area.
This happened when my old project was created in UE v4.15, and I had converted it to UE v4.2.
The only solution I’ve found for this was to create a new VR project (Epic Launcher>Engine Version>Launch>New Project (tab)>Virtual Reality>Create Project). Now Go to the content folder of that new project, in windows: rename VirtualRealityBP to VirtualRealityBP_02 to your original content folder. Re-open your project and map. Rename the existing Motion Controller Pawn (in VirtualRealityBP) to “Motion Controller Pawn Old.” Drag and drop the new Motion Controller Pawn from VirtualRealityBP_02 to the Blueprints Folder of VirtualRealityBP>copy. This will rename the Motion Controller Pawn to “Motion Controller Pawn 2.” Drag this into your level. Go to MotionControllerPawn_2>details>Pawn>Auto Possess Player = Player 0 (to attach the controller to the camera, again). Leave the VirtualRealityBP_02 folder in your project’s content folder.