VRPawn collision detection with floor and walls?

Sorry my test project still has a bunch of random stuff attached to it. Basically though make your default character a blueprint character with the VRCharacter as its parent. Then add movement like you would a normal pawn but driven off of the motion controller buttons instead. The character comes with everything already attached and ready, you just have to add meshs to the controllers and change any variables that you want different. The only real caveat is that for forward vector when doing movement you’ll want to use the one from the VRRootComponent->VRForwardVector, not from the Character itself as that one doesn’t follow the HMD.

I do also suggest adding in a -8 X offset to the VRRootComponent in its offset property, this re-positions the capsule closer to the players neck instead of at the front of the HMD (where the tracking is done).

You don’t have to use any of the gripping features of the motion controllers, you can keep using the templates set up if you want, just don’t call the functions.