Updated on 1st Dec 2021

Player Pawns

Included in the VRGK are multiple Pawn Blueprints that are used in different ways. All of them are based on a Character Class, starting with the BP_VRBasePawn.

Doing it like this, allows VRGK to be modular and make use of the default character movement system if wished. This does not mean that all the pawns use the features of the Character Movement!

VR Base Pawn

This is the base for all VR Player Pawns of VRGK and is based on a default Character Class. This allows any game related Player Pawns to use the Character Movement of the Unreal Engine, while also sharing functionality with all of the Child Pawns.

VR Game Pawn

The VR Game Pawn is used for any Player Pawns that should be actively used for a Game. It already includes the Physics Hands, Rotation, Teleport and Input/Controller Events.
Use the Game Pawn as a base for new Player Pawns!

The Physics Hands can be customized for every Pawn. They are spawned in with the following variables:

VR Physics Pawn

The Physics Pawn is a completely physics based Game Pawn. It allows you to physically climb, push against surfaces and even slide down Objects. Using the Physics Pawn will give your players the most freedom in your game, but may cause motion sickness for some. It's important to note that the default Character Movement has been completely disabled on this Pawn!


The Physics Pawn moves with the help of the "Movement Sphere", which is placed at the bottom/feet of the pawn. By adding a torque, it allows the whole pawn to move around on any surface. The movement sphere will not start to roll off at anytime, because it is using a high inertia tensor scale, high angular damping values and a physical material with high friction. This also makes your in game body decelerate quickly.


Using the right joystick, you can virtually crouch or stand up. You can also crouch in real life and the physics pawn will adjust your in game body. This allows you to move inside smaller areas or helps you climb up objects. There is also the "Auto Climb Crouching" feature, which automatically lets the physics pawn crouch down while climbing. It will also stand up again when you reach a floor again. You can deactivate this in the settings.


Jumping is done by using the virtual crouching functionality. During a jump of the physics pawn, it will physically crouch down and stand up very fast. This basically pushes the physics pawn up from the ground, causing a jumping motion.


You can climb on any surface with the Physics Pawn. The Hands are connected directly to the player body with a physics constraint and will allow you to move around easily. You don't have to grab any surface for this, you can just place your hands on an object and push against it. But you can also grab surfaces and climb that way, or use another object like a crowbar to climb on something.

The Physics Pawn has some additional Settings that help with stabilizing Climbing. Since this Pawn is fully based on Physics, it can happen that the Camera is unwantedly moved around and this then creates a disconnect to the Hands. It can also cause motion sickness for some Players.

VR Trace Pawn

EXPERIMENTAL CONTENT: This Pawn is not finished yet, but you can still use it a base for your own custom game pawns.

The Trace Pawn is based on Linetraces (Capsuletraces) to move around. It allows the Player to move around the world without generating Physics issues with collided Objects, since there is no Collision on the Pawn. It also enables the player to look over a ledge without falling, until a Controller action for Locomotion has been triggered. The Goal of the Trace Pawn is to be used in games with less physical movement and reduced Motion Sickness.

VR Character Pawn

EXPERIMENTAL CONTENT: This Pawn is not finished yet, but you can still use it a base for your own custom game pawns.

The Character Pawn is based on the default Unreal Engine Character Movement System. It works similar to how a traditional Third or First Person Character works.