I’m trying to work out how to get the calibrated position of the PSVR headset.
I know the camera moves with it, but if you grab the camera transform that gives you an incorrect position (same as SteamVR).
With SteamVR I had to add on the value returned by “Get Tracked Device Position and Orientation” (this was confirmed to be the correct implementation by Nick Whiting). The values returned by this node are zero on PSVR.
Instead, I tried using the “Get Orientation and Position” node. This seems to return the headset position in meters, rather than Unreal’s standard unit of centimeters.
It seems a bit odd that each platform requires a combination of different values from different places.
Is there not just a node that returns the actual position and orientation you’re rendering from?