Even after a year or so, basic camera functionality is still broken or very hard to use (4.8.1). I don't know what is going on there but the UE4 integration just isn't reaching a stable state (only listing the problems with the camera here):
Not being able to getting the position of the camera in world- or local space as expected:
- https://answers.unrealengine.com/questi ... -mode.html
Camera manager ignores position of HMD, takes only rotation into account:
- https://answers.unrealengine.com/questi ... oesnt.html
Console command 'hmd vsync 0' doesn't work (needed for profiling):
- https://answers.unrealengine.com/questi ... -with.html
Rotation of player-pawn itself (standing on a rotating platform) isn't translated back to camera (a real classic):
- https://answers.unrealengine.com/questi ... tform.html
Not being able to obtain relative location of the tracking camera
- https://answers.unrealengine.com/questi ... roken.html
VR Preview itself is more or less completely broken since more than 2 weeks (was reported in preview-state but was released in this state anyway):
- https://answers.unrealengine.com/questi ... -work.html
It's pretty much obvious, that Epic doesn't prioritize VR integration very high and they are not the best in in doing some QA before releasing it (sorry, but that's just how it is, maybe their workload is just too heigh).
But why does Oculus not support them some more, then? Seriously, how are we supposed to develop with this? I know you guys are all doing a very though job but many of us just need a reliable working foundation for our project which doesn't require rocket-science to get it work as expected...
So please push this along some more. I really want my VR project awesome and all but I am constantly fighting bugs and have to create clunky workarounds for stuff which I expected to work out-of-the box after this long time. It really isn't fun to work with this currently.
Many thanks and no offense,