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Gravity Vector is Fooled

Hi people,

I am currently trying to implement a basic VR head motion in my project. The problem is that I am not comfortable with the sensor values provided. For instance, I roll my camera with respect to gravity but the gravity vector is affected by the other forces as well(when I turn around myself for instance) and this causes my camera to roll even if I do not roll the phone. I could not find a way to remove those other forces effecting gravity vector. Any idea?

 void APlayerVR::PerformRoll(FVector Gravity)
 {
     FRotator CameraRotation = CameraComponent->GetComponentRotation();
     float CurrentRoll = CameraRotation.Roll;
     float TargetRoll = Gravity.Y * 10.0f;
 
     CameraRotation.Roll = FMath::Lerp(CurrentRoll, TargetRoll, 0.1f);
     CameraComponent->SetWorldRotation(CameraRotation);
 }
Product Version: UE 4.11
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asked Apr 11 '16 at 09:21 AM in C++ Programming

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ErayT
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