4.11 VR Camera - Lock to HMD - Broken First Person VR
The new Lock to HMD functionality of the new Camera Component seems great. It allows me to know where the camera's location is without doing some math. It also lets me attach objects to the camera without doing math on tick. This is great, but it's also totally ruining my First Person VR.
For first person VR: I add a scene root, attach a camera, and check User Pawn Control Rotation as suggested in the new docs. Unfortunately, this makes for completely vomit inducing VR. Now when I turn my head, my camera turns with a relative offset to my player pawn as it turns - the offset is based on my HMD's tracked location.
Am I doing something wrong?
Thanks in advance!
I ran into this, as well.
The problem was that the automatic HMD tracking stuff didn't take into account the rotation of the pawn. If your pawn is rotated in any axis (most likely yaw from your player spawner being rotated in the level) then you'll end up with the HMD tracking axes being misaligned.
Just make sure your camera component's parent component is always aligned with the world axes and you should be okay.
In the likely event that you need to rotate the pawn (for seated experiences, for example) I posted a fix as part of a bug report on this issue here.
The easiest thing to do for now would be to make your own CameraComponent which extends the basic CameraComponent, and override the broken GetCameraView function with one that includes the fix above.
Follow this question
Once you sign in you will be able to subscribe for any updates here