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Recommended way to draw camera bounds in VR

I'm adding Oculus (touch) and PS VR (move) support to a currently Vive based project. Obviously for the touch/move I need to keep players facing at the camera and I'd like to draw the camera position and the camera bounds. Is there are recommended approach? GetPositionalTrackingCameraProperties seems to not be implemented on both platforms.

I assume I start by getting the player to look directly at the camera, and then resetting the base rotation, so looking directly at the camera is looking down the world forward vector. I'm unsure how to do the first part. I'd also want to make sure eye height is correct and calculate the floor position. I assume I do this by asking the player to place the controllers on the floor, and then adding this offset to the standing HMD position, however I'm not sure what the recommended approach here is either, maybe to offset the scene component that the camera is the child of?

Thanks, Loki

Product Version: UE 4.11 Preview
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asked Feb 01 '16 at 03:06 PM in VR

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