I’m working on a project that uses Unreal Engine together with a ZED camera for body tracking. I’m using the default BP_ZED_Manny blueprint, and while it generally works, I keep running into a recurring issue: no matter what environment I set up the camera in, the Manny character suddenly teleports upward along the Y-axis — essentially flying out of the frame.
If I disable the “Set Character on Ground” option, the issue is somewhat reduced, but it’s still not stable or reliable.
Has anyone else experienced this problem or found a solid fix for it? Any suggestions or insights would be greatly appreciated.
Thanks for your reply. I’m using the latest version (V5.0.7). I tested with both the Zed M and Zed 2. The Zed M barely sees the floor here in the office, but the Zed 2 sees it reliably — the room is empty so there’s nothing to distract it. Is there any way to bypass floor detection? Could I lock the character’s Y position so the player always stays at a fixed height? I don’t need to track the Y value since the player must remain in one spot to play.
You can lock the character’s Y position by modifying the code, the option is not available in the blueprint directly, even if the Set Character on Ground option should do that.
With that being said, this should not have happened in the first place.
Can you tell me if the “set as static” option is enabled?
If not, can you try to activate? I suppose the real camera is not supposed to move at all in your case.