Oculus Rift attach to back of static mesh with (kind of a) springarm

Hey,
my team and I’ve been looking for a solution of the problem posted in the headline. We’re trying to attach the Camera to a spring arm which should be fixed in the back of the static mesh and follow any movement. The Camera itself should follow the rotation and the location of the spring arm (and therefore loc. and rot. of the static mesh) but you should still be able to look around freely.
So far we achieved to follow the static mesh in the world location without “sticking” to its back so we actually ended up watching our pawn flying out of sight while flying behind it in a fixed position. We’re already desperate, please help!

We’re beginning to believe it’s a bug
Best regards

Hello JackStreicher,

Have you taken a look at the ThirdPersonTemplate? I believe that this would be a good starting point. Could you also give more information on the functionality that you are looking for? I am not entirely clear on what it is exactly that you are looking for.

We’re trying to make the camera stick to object (pawn). So if you fly a looping you should fly the looping alongside the object. Additionally you should be allowed to look around if you turn your head.

At the moment we can see the object before us fly the looping (and out of camera sight) while our camera is fixed somewhere behind it (it only adapts the flight direction which is forward). (at this point we achieved to around freely).

I was able to come up with an example in the ThirdPersonTemplate that maybe able to point you in the correct direction. I hope that this information helps.

Example:

In this picture I have subtracted the camera’s rotation from the forward vector that determines the direction that the character is going to run. This means that the camera will no longer determine the direction of the character

In this picture it shows how I separated the camera boom from the movement input of the the camera.

From here you will need to set up the controls that you that you would like to use to move the camera boom so that the camera can loop around the player.

Make it a great day

Hey
first, thanks for the answer!
I think we need to get more specific what we want to to. We are building a flight simulator steered by your own body using a Kinect 2. The controlling of the pawn works perfectly fine.
The players view should be something like beeing in a cockpit of a plane so that the cameras “basic” postition should follow the pawn but you should still be able to look around in oculus-style.
Its kinda like the wheeled vehicle-showcase, but we want to set that car flying around.
We hope this clearifies what we want to achieve.
Best regards

Hello JackStreicher,

It sounds like you should be able to use the above camera settings to with the exception of changing the Inherit Roll selection to true.