Fix for BP_Zed_Manny floating really high when trying to track position in Unreal Engine 5

Hello, I am using a Zed 2i and working with a custom scene in Unreal Engine 5.5 where the terrain is along the negative Z axis.
I am trying to setup pose and position tracking for my scene. I’ve setup everything as required for an unreal engine scene to use the zed cam and I’m using the Bp_BodyTracking_Visualizer blueprint to visualize my tracked character in the scene. I’ve also placed a ZedPawn where I want to use as an origin for my camera.

Pose tracking works well, but position tracking puts my character very high up in the sky along the Z axis. So it’s never fixed to the terrain.

I am not seeing this problem when running the sample project and tracking works well and my character is well rooted on the ground in the L_BodyTrackingMulti level.

I wanted to know if there was a way for me add a manual offset to the Z position to the tracked character or if there’s a way to affix my character to the terrain? Or alternatively, can I change the frame of reference of the tracked character so that it uses a placed ZedPawn in the level as the camera’s relative origin?

What have I tried so far:
In the BP_Zed_Initializer I’ve set Set as static, Set Gravity as Origin, Enable Tracking to true. And I set Tracking Parameters: Location to -1000 along the Z axis. In the Bp_BodyTracking_Visualizer, I’ve enabled Stick Avatar On Floor and Enable Foot IK to true.
But none of these have helped so far and the tracked character is still floating in the air in my custom scene .

Can someone please help me with this? Thanks

Can you select the ZED pawn and look at its position and compare it with the “real” position of the camera? I suspect the ZED SDK to estimate the height of the camera incorrectly.

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