4.17 VRPreview wrong FOV location on client

  • Tested using ThirdPersonTemplate
  • On Postlogin spawn two characters with spawnactor node
  • To make it more obvious give them different spawn rotatation/location so they should look at each other.
  • Possess them either with default player controller or custom one
  • Start VR Preview with 2 players single instance

On 4.17 client’s FOV now has the position of the server but has the correct rotation.

It can also be reproduced with just spawning player 1 character.

Hello,

I have ran a few tests on our end. I have not found a difference in functionality between the 4.16 and 4.17 versions of the engine relating to this issue. I have a few questions that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a more detailed list of steps so as to reproduce this issue on our end?
  3. Could you provide screen shots of any settings/blueprints that may be involved?

Hi Rudy,

Thanks.

I made two new tps project just now with 4.16 and 4.17. And here is the link:

Both spawn and possess a character on post login. In VRPreview single instance they behave differently on my pc with oculus rift.

On 4.16 the players have the correct FOV location from their corresponding spawn location. But on 4.17 the clients FOV location always is at the character server location. The same thing happens if you only spawn the server character.

Thanks for trying again.

hi rudy,

Just to answer your questions more detailed:

1: Yes. 2. and 3: I attached two sample project (one from 4.16 and one from 4.17) with the setup on my comment above. Just set the player number to two and press play with an oculus rift attached.

bump . . . .

Hi there,

This is still happening on 4.18 preview 1, but now even the rotation is wrong.

Here is a test project for 4.18.

4.16.3 was the last version where it was working correctly for me.

Hello,

After running more tests on the project that was provided I was able to find a known issue dealing with Use player controller rotation being set to true (I have provided a link below). After unchecking this setting for the yaw of your character, I found that the project started working as intended. I hope that this information helps.

Link: Unreal Engine Issues and Bug Tracker (UE-42130)

Make it a great day

Hi Rudy,

Thanks for your answer. I was too quick to send you to the 4.18 version with unchecked control rotation yaw. Indeed in 4.18 it is fixed.

I dont know if somebody still cares about 4.17 now, but when you check the 4.17 project I sent you and go to the custom game mode “gm” and connect the pin to spawn also the client the bug is still there in 4.17 and has nothing to do with rotation but the client location takes the location of the server as I wrote in the intial question above.

You already wrote that you couldnt reproduce the bug on your end in 4.17, so it might only be a bug on my pc. Make it a great day.