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Orbital camera around player in VR


I upgraded a 4.10 Gear VR project to 4.11 and the orbiting camera is broken. I know the camera got refactored in 4.11 for VR.

I started with a standard 3rd Person Template for both. In 4.10, the game takes the rotation of the HMD and translates it into pitch and yaw input. Tilting the unit mimics using the mouse to change the camera angle.

In 4.11, this doesn't work at all and I really need a blueprint solution to getting the 4.10 camera behavior into 4.11

The camera works just fine using the mouse or right analog stick on a controller but when built to Gear VR, the camera just lugs on the ground.

Update 01: alt text

I got a jittery version of this camera behavior to work with this blueprint but it is way too unstable to be of any use.

"New Camera Base" is a scene root I added with a Spring Arm child and Camera Component grandchild.

Product Version: UE 4.11
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asked May 28 '16 at 01:00 PM in Blueprint Scripting

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