VR - Face locked stereo layer doesn't follow camera after "Set Orientation and Position" on GearVR and Rift

Previously (tested on 4.15) the node “Reset Orientation And Position” could be used to rotate the camera, and any Face Locked stereo layer would remain, well, face locked.

As of 4.17.1, “Reset Orientation And Position” rotates the camera in VR properly, but the stereo layer no longer follows the camera.

Since this is currently the only good method I know of of rotating a player in VR, and I cannot seem to force the stereo layers to follow with set rotation (component, scene, or actor, same results) or whatever, they seem completely broken to me.

Steps to reproduce:
(4.17.1)

  1. Create a Blank project
  2. Create a new Pawn and set it as default Pawn
  3. Inside the Pawn, add a “Stereo Layer” component and a Camera
  4. In the Stereo Layer component, set any example texture (eg. Engine/EngineResources/Bad.uasset)
  5. Set the StereoLayer location in front of the camera (eg. (100;0;0))
  6. In the Pawn’s Event Graph, add any input Event (eg. “SpaceBar”)
  7. Create two “Reset Orientation and Position” nodes
  8. Connect one to the Pressed and the other to the released
  9. Set different Yaw values for each node (use small values, otherwise the StereoLayer might get behind you) (eg. 0 and 10)
  10. Fire up VR preview with a Rift connected
  11. Marvel as the face locked Stereo Layer unlocks from your face when you press the space bar

The same steps on 4.15.3 result in a perfectly face locked face locked layer

Hello rcortese

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-49597)

Make it a great day

Is there any solution to fix it? I tried many things with transforms, rotation and location to put stereo layer in right position after HMD reset, but nothing helped me :frowning: