Camera height in 1st person won't match non VR
Hey, so my vr (oculus) camera is always about 35-40 cm higher than my non vr mode cam. (my htc is even higher!) i currently fix this issue by testing for "head mounted display" and if true, i set my scene component that hold my camera in my character to about 37cm lower at begin play.
but i don't know why this happens. i already tried different setup values in the oculus setup. but it doesnt make a difference if i set it to ~130 seated height (my game is seated experience) or if i set it to 180 height can someone explain this to me?
i also found this "head model v2" thingy, but it doesn't really do anything to my project. even when i put astronomical values into the head model offset. i believe i don't understand its proper usage i think i'm fundamentally missing something out here.
thank you in advance!!
asked Jun 09 '16 at 08:53 PM in VR
Are you using the fps character template? Or is a custom one?
answered Jun 10 '16 at 03:39 PM
Depending on how you are going to manage your character movement, I would recommend you to implement your custom UCameraComponent for your VR Character, and deal with the camera height values overwriting the 'GetCameraView' method. if developing for oculus, you can access to the user profile's 'EyeHeight' via 'UOculusFunctionLibrary::GetUserProfile' (in meters). The Position you extract from the HMD device, is relative to that 'root' height.
Hope those tips helps.
answered Jun 10 '16 at 06:53 AM
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