VR/Rift: Rotational tracking suddenly enabled in normal play mode

I’m currently working on a VR-game. For testing I often used the normal play mode. It seemed logical to me that rotational tracking as well as positional tracking is disabled then, since there’s an extra VR Preview play mode. Today, when I opened my project, connected the Rift and entered normal play mode, rotational tracking suddenly was enabled though. I could move my camera by rotating the Rift.

Also, at the start of the game I’m using

if (GEngine->HMDDevice->IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed()) 

which had always returned false in normal play mode until now. Since today it suddenly returns true.
I don’t think I changed anything regarding this, although I can’t say I’m a 100% sure.
Is there any way I can fix this or an explanation to why this is suddenly happening?

What pawn are you using? Is that a VR Pawn?
Are you calling “Enable HMD” or any console commands like “Stere On”?
Are you certain you’re running it normally and not in preview?

By normally, do you mean “Selected Viewport” Or which one?

Check out your editor preferences in the play section for the “Viewport Gets HMDControl”

Thx for your reply! it’s unchecked, I still get the input though.

What’s weird is that when i restart unreal it works as usual. After a while when I hit play in “Selected Viewport” mode tracking suddenly is enabled.

I’m using a Character. I’m not calling any commands like that, I’m just checking as I stated above.
Yes, that’s what I meant by normally.

@MarcAndreG Do you have another idea what could cause this? I’m still stuck with this problem :frowning: