Character camera not at correct height

Hi,

I’m testing my project in 4.11 preview 3,using my Oculus setup with a blueprint character. I’m using this setup in multiple projects using 4.10.2 where everything works fine. However, in 4.11preview3 the camera height seems to be ignored. In VR preview, it looks like your are lying on the ground. Have tried to increase my capsule half height and changing the position of the character camera, but that doesn’t seem to change anything.
‘use pawn control rotation’ is off for the camera and ‘lock to HMD’ is on.
I also tried putting a static mesh in front of the camera in the character blueprint for reference, but that is also not showing.
Could this be a new feature I’m missing? Or is it a bug?

I think I found a work around. Or is this the way to go in 4.11? Not only was the height off in VR, also the orientation was rotated 180 degrees. When doing a non VR preview everything was fine. So I added “Set Base Rotation and Base Offset in Meters” to my Character Blueprint and offset the Z axis to get the correct height. I also rotated the Z axis 180 degrees. Now both the normal and VR preview are working the same way.

77117-capture.jpg

This height issue doesn’t seem to be fixed in 4.11 Preview 8. Also, I can’t find the node you referenced.

There is no height issue anymore in 4.11, since the VR character is refactored. The thing is, you have to setup your VR character differently in 4.11. You can see how here: https://docs.unrealengine.com/latest/INT/Platforms/VR/VRCameraRefactor/index.html

Cool, I’m having this problem too and I think I’m going to try your method. What did you connect this node to? Construction script? Thanks!

Conect to: “añadir entrada de moviemiento”