Mouse no longer controls camera in 4.14 Play-in-editor mode (Google VR setup)

Just upgraded a Google VR / Daydream project from 4.13 to 4.14.

In 4.13, when I clicked “play in editor” and gave mouse control to the game (either in advance through editor settings or by clicking in the game window while playing), I could then change my look direction by moving the mouse – which was a very useful proxy for looking around in the HMD when using the actual headset.

After upgrading to 4.14, this is gone – the camera does not respond at all to mouse movements. Play-in-Editor mode DOES respond to the actions of my controller emulator and to keyboard inputs, so I know it’s not an issue with inputs overall.

It seems like the specific default look-with-mouse functionality was disabled for Play-in-Editor with 4.14? Is that the case? If so, is there any way to get it back? If not, what’s actually going on?

Not my ideal solution, but for the moment I’ve solved this by setting “use pawn control rotation” to TRUE on my player camera IF I’m testing in editor, and FALSE when I package for actual Google VR Daydream device. (If use pawn control rotation is set to true when running the program in VR, it messes with the orientation of the headset and controller.)

I then pass the mouse axis input readings to the player controller for Turn and Lookup as in the standard example project setups.

Since I don’t want to have to change settings each time before I package / deploy, I made this macro to detect whether my HMD is active and enable / disable pawn control rotation accordingly:

For a few previous versions of Unreal 4, (like maybe 4.11 - 4.13?) this kind of mouse camera control seemed to happen automatically in the editor window, without any player camera setup, while still automatically letting HMD take control of camera when running packaged VR app. Still curious as to whether that was actually changed and if so why.