G'day,Been a while since I did much in VR using the Unreal Engine.With
the release of UE4.11.x and more headsets, I'm getting back in.I've
already made an experimental project that allows me to sync a humanoid
mesh to the HMD position (roughly).Given...
G'day,Been a while since I did much in VR using the Unreal Engine.With
the release of UE4.11.x and more headsets, I'm getting back in.I've
already made an experimental project that allows me to sync a humanoid
mesh to the HMD position (roughly).Given...
G'day,DK2 arrived and I have been mucking around with it and the latest
UE4 binary build and have come across a little problem - the head
offset.At the moment, impossible to aim correctly while wearing a Rift.
Its offsets the location of the camera a...
G'day,Another Oculus Rift related news post over at
http://www.groundbranch.com/.If you're into the old tactical first
person shooter genre, I encourage you to head over and join the
community.Please feel free to post any suggestions or comments
belo...
G'day, I would like help with an adult project I have been working
slowly on as a side project. I aim to include support for multiplayer
and the Rift, while keeping it as open to user generated content as
possible.Yes, by adult I mean it will contain...
Not sure what you mean by "no way to rotate the view".I've been able to
rotate the view since the UE4 beta.I do remember there was a bug in
which the view was locked to 0,0,0 at spawn.Is that what you are
referring too?
diogofigueiredo said: 1 - Open your character's blueprint, then go to
the "viewport tab", select the camera and uncheck "Lock to HMD"If you
want to keep using lock to HMD, add a scene component to you character
to the location you wish your camera to...
"artyom17" wrote:Here what I have prototyped so far:......What do you
guys think? Let me know. Once everything works, I could share these
changes via github through an experimental branch.Sounds good.Yet
another reason for me to switch to (and stick ...
Ok.A bit confused, as what I've just read and what is happening doesn't
make sense.If I understand correctly, if the I place my DK2 down on the
table so it doesn turn or move, then load up the game, the only
difference between the VR and non-VR view ...
"artyom17" wrote:The GetCurrentOrientationAndPosition function returns
current orientation and position offset from the zero point.How is this
zero point determined?It is just using the pawn/character eye
height?i.e. GetActorLocation() + FVector(0.0f...