2.1.Migrating Example Template Content
When migrating example template content there are some important things to keep in mind.
If you are porting the example character, it has some input events in it from the template. Unless you intend on creating your own and replacing them, you will need to port the DefaultInput.ini file.
The example template uses gameplay tags as per object input flags and for some important gripping switches. While a project doesn’t need to do this, the template itself does, so migrating assets from it without the tags can cause issues.
Prior to opening something from the template that uses tags it would be best to port the gameplay tag struture as well as the DefaultGameplayTags.ini file, or at least specifically this portion of it:
Which sets the project to use the given tag table (you will have to change the directory structure either in your editor or in this config if you do not keep the templates file structure).
The template also uses a custom VRTraceChannel so that objects can be specifically ignored from being grip checked. If you intend on porting the template character to your project you will likely also want to port this trace channel.
In DefaultEngine.ini this section adds the VRTraceChannel
you can either add that to your config directly, or port the entire section (or .ini) to your project.
If you do not port the trace channel the pawn trace will fall back to a default channel and you will likely later on want to go in and change it.
The template also uses a custom controller profile to re-align the fps test characters hands. You can / should port the DefaultEngine.ini VRGlobal Settings section in as well.