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[4.8.1] VR: 'EnablePlayerCameraManagerFollowHmd' doesn't affect camera position

It seems, that the HMD position/rotation isn't translated back to the pawn's camera in VR, regardless of the settings.

Here's what I did:

  • Created a first person test project.

  • Player controller: Configured player camera manager from 'none' to 'playerCameraManager'

alt text

  • Made sure that 'Enable Player Camera Manager Follow Hmd' is set for both orientation and position:

alt text

  • To check this, I simply attached a arrowComponent and some text directly to the players' camera as you can see here:

alt text

  • Here you can see what this looks like in-game:

Non-VR:

alt text

VR:

alt text

As you can see, the arrow and the text don't follow the head movements but stay fixed in space instead.

For test purposes, I blueprinted PlayerCameraManager and searched for 'hmd':

alt text

It seems, that there simply is no followHmdPosition exposed which could be set.

It's also not possible to set this on the camera component directly:

alt text

I uploaded the project here: https://dl.dropboxusercontent.com/u/24358204/UE4/UE4.8.1_VR_cameraProblem.zip

Product Version: UE 4.8
Tags:
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asked Jun 25 '15 at 10:46 AM in Bug Reports

avatar image

spyro
1.7k 104 116 228

avatar image Rudy Q ♦♦ STAFF Jun 25 '15 at 04:12 PM

Hello spyro,

I am investigating your issue with the node that you have mentioned. However, I wanted go ahead and provide a workaround that I have found that may be viable depending on you needs. I hope that this helps.

Here I added a short spring arm so that I would only have to set the location of the spring arm and in turn this would handle the other components.

alt text

Then I found the middle of the screen and projected outward from there. I Then used this location to set the spring arm location. I believe that this will give you the effect that you are looking for.

alt text

Make it a great day

avatar image spyro Jun 25 '15 at 05:33 PM

Many thanks, I will try this out as soon as I can. But it's not only about this isolated case, I have a whole of issues with the pawn's camera not really being the 'real' camera position (the same with the playerCameraManager).

But thanks for this particular workaround, might be handy sometimes.

(comments are locked)
10|2000 characters needed characters left

2 answers: sort voted first

Hello spyro,

I spoke with a developer and you were correct in that the node is not functioning as well as we would like but this is a known issue and is being looked into. Until such time as a solution can be implemented as far as this case goes, I hope that the workaround given will suffice.

Make it a great day

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answered Jun 26 '15 at 01:09 PM

avatar image

Rudy Q ♦♦ STAFF
47.8k 544 132 522

avatar image Omichron Jul 31 '15 at 01:16 AM

I am having the same issue (trying to maintain something in a static position relative to the player's vision while using a VR headset) and I'm afraid neither workaround has worked for me. (4.8.3)

Starting with the First Person template, and just modifying the FirstPersonCharacter to make sure that nothing in my project is unusual, anything that I attach to the SpringArm lags behind the headset movement.

However, with this workaround, the SpringArm lags even with the mouse controlling the camera. Does Event Tick not tick every render frame?

Would someone have a barebones FirstPersonCharacter with a working workaround that I could look at, to make sure there aren't any settings that I might be ignoring?

Here's what I end up seeing, when I have a SpringArm with a Sphere child.

alt text

avatar image Rudy Q ♦♦ STAFF Aug 03 '15 at 01:51 PM

Hello Omichron,

To address the question about the event tick. Event tick is frame dependent and does fire off every frame. However, when you are setting the position of an object. The position will always be one frame behind. The lag that you are seeing is the difference in distance that was traveled between frames. If you would like something that's "stuck" the screen you could try using UMG depending on what it is that you are trying to accomplish. I hope that this information helps.

Make it a great day

(comments are locked)
10|2000 characters needed characters left

This is what worked for me. I've also used the SpringArm component as Rudy suggested, but the rest of the logic is different: alt text

Besides using EnablePlayerCameraManagerFollowHmd of OculusLibrary you also must Enable FollowHmdOrientation on CameraManager (these two actions are different, one modifies the PlayerCameraManager and another one sets flags for the Oculus plugin; I know, ugly, but it was a temporary solution until the proper one is introduced by Epic).

After all of this done, you can use GetActorLocation/Rotation from the PlayerCameraManager to set the location/rotation on the SpringArm component.

The text for the blueprint:

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    End Object
    Begin Object Class=EdGraphPin Name="EdGraphPin_913"
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       PinType=(PinCategory="exec")
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       PinName="self"
       PinFriendlyName="Target"
       PinToolTip="Target\nOculus Function Library Reference"
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       DefaultValue="true"
       AutogeneratedDefaultValue="false"
    End Object
    Begin Object Name="EdGraphPin_922"
       PinName="bFollowHmdPosition"
       PinToolTip="Follow Hmd Position\nBoolean\n\n(in) Whether the camera\'s position should be updated by most recent HMD orientation or not."
       PinType=(PinCategory="bool")
       DefaultValue="true"
       AutogeneratedDefaultValue="false"
    End Object
    FunctionReference=(MemberParent=Class'/Script/OculusRift.OculusFunctionLibrary',MemberName="EnablePlayerCameraManagerFollowHmd")
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    End Object
    Begin Object Name="EdGraphPin_957"
       PinName="execute"
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    VariableReference=(MemberParent=Class'/Script/Engine.PlayerCameraManager',MemberName="bFollowHmdOrientation")
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answered Jul 01 '15 at 05:36 AM

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Art_Oculus
191 2 5 15

avatar image spyro Jul 01 '15 at 10:27 AM

Fantastic, many, many thanks for making this clear!

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