UE4 (VR Preview) Oculus positional tracking doesn’t match real life HMD movement !

Hey guys , really frustrated here ! I’m surprised there’s not much clear information about this issue !

I have Oculus Rift (CV1) and UE 4.15 . Don’t know why, but every time I use VR PREVIEW the camera doesn’t match or follow 100% real life head movement (positional tracking ). The accelerometers ( pitch , roll , yaw ) seem to work ok , but positional tracking is not working right! For example when I move my head forward , the camera moves left or even backwards(sometimes it moves foward but then ¨jumps¨ back) , especially on 4.13 and 4.14 , 4.15 seems to be better, but still no working right! I know it’s not the hardware or Oculus Home setup issue , because all my VR games work perfect and match 100%.

Also other problem with vr preview( not as annoying ) the camera is very close to the ground maybe 5-10 inches , Does this has something to do with the first issue?

I would really appreciate some help here! Thanks in advance , have great day.

I have the same head movement problem running the first person blueprint with Oculus. I think disabling the option ‘lock to HMD’ in your character blueprint solved the problem partially but then I could not focus on my UMG buttons anymore (the on hover state stopped working). I also read somewhere that disbling the pawn rotation option would also improve this but I haven’t been able to try that.

The camera close to the ground issue can be solved by adding a scene component as the parent of your camera and assign a height (z value) of -90 (cm) or more … This is how I solved it:

  1. Set the camera to the bottom of the capsule
    2.Add a node “set tracking origin” in the blueprint of your character where it is checked (also FPC blueprint) if the HMD (oculus rift) is connected.
    3.Create a simple scene component and make it parent of the camera (and controls). Set its location (Z-value) to -80 or any other value that you want. Now, my character appears at normal height in my environment. Finally!!

You can also manipulate the capsule component size (height) but this could give unexpected results.

Sorry superfunkstar I have been really busy lately ,and my PC broke down!!! Thanks so much for your time and answer! Soon I will give it a try !!!