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Fixing Ground Stuck Issue in VR

A common issue in VR applications is the player getting stuck in the ground at the start of the game or after teleportation.

This happens because the teleportation function moves the center of the player to the target location without accounting for the collision capsule, causing part of the capsule to intersect the ground.

For demonstration, we’ll use the VR Template bundled with Unreal Engine.

Follow the steps below:

Step 1. Fix the Player Start Location

  1. In your level, locate the Player Start actor and take note of its original location.

image-20250803-090357.png

Figure 1. Taking Note of Original Location

  1. Move the Player Start upward along the Z-axis until the player's collision capsule no longer intersects with the ground.

  2. in this case an offset of about +110 units in the Z direction is enough.

image-20250803-090435.png

Figure 2. Location

ideally you should adjust the player start to a location where it is perfectly standing on the ground and not submerged or floating.

  1. When correctly adjusted, the red "Bad Size" warning text on the Player Start actor will disappear.

image-20250803-091624.png

Figure 3. Bad Size


Player start actor uses the “default pawn class” specified in your game mode to show and detect collision. make sure the correct class for your pawn is selected.

Step 2. Adjust the Teleportation Function

  1. Open the VRPawn Blueprint.

  2. Locate the function named TryTeleport.

  3. Inside this function, modify the Destination variable to add the same vertical offset (+110 units on the Z axis) used in the Player Start.

    • This ensures the teleport location is also adjusted to keep the capsule above the ground.

In the screenshot below, a red comment box labeled "Collision Adjustment" highlights where this change is applied in the Blueprint.

image-20250803-090714.png

Figure 4. Adjust the Teleportation Function

 

 


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