Using the Oculus rift as an input device

As the title says, I’m trying to work out how to use the Oculus rift’s head tracker as an input device.

I want to the player to be able to hop or jump when they raise their head up, or actually hop on the spot.

Does anyone have any idea how I could use the tracker’s data as an input action, preferably using blueprints, but all suggestions are more than welcome!

I’m coming up with nothing after days of this.

Thanks guys!

There’s a node which will get the HMD position and orientation. This will give you all the positional and orientation data you can get for the VR headset. How you use it is up to you to decide.

If I was going to implement a jumping mechanic, where the player literally has to jump, I’d ask the player to stand straight up and then I’d recalibrate the headset to their standing position. Now, you know where relative “zero” is at. If the head Z position deviates up or down from this relative position, the player is either crouching or jumping. You could then get the player characters position to correspond appropriately by the delta Z value. You’ll probably want to add in some sort of threshold value, to account for noise and false positives (ie, a delta Z of +1 or -1 should be ignored).