Locking Vive HMD height (z location)

Hey Folks,

I’m running into a small issues with my HMD. At a point in the game I’m working on, the user is riding in a car. With the way the HMD is working now, the player can rise above and sink below the actual car (breaking the experience) base on where they lift or lower their head. I was hoping I could lock the HMD position (not orientation) just while in this car scene, so they appear to remain in their seat, while still being able to look around.

I have attempted to use the Camera Manager Follow HMD Position, but this seems to only work for the Oculus library, and I am working with the Vive. The “Lock To HMD” option also seems to do nothing.

Any suggestions?

I was able to hash it out on my own, so I figured I would post the solution so anyone else who needs this can still figure it out.

Instead of trying to turn off the HMD’s position tracking or something of the sort, I instead messed with the world to meters value. When the event that starts my animation/movement (or any point when I don’t want motion tracking) is called I set the “Set World to Meters Scale” to 1.00. This makes it so no changes in real world position actually correlate to noticeable movements, while maintaining the users ability to rotate and look around. When the event is then over, I reset the “Set World to Meters Scale” back to 100.00 for normal movement. This locks the player in position for whatever length of time needed.

There is a really simple way to do it, add a spring arm to the body of the car and attach a camera to it (first delet all the other cameras and the blueprints that go with it) put the length of the spring arm to 0 and thats it :slight_smile: