Camera below the floor on level load (on Oculus Rift)
When I run a game in VR and load another map the camera gets stuck way below the floor, even though the pawn's location is the same. It looks fine on the first map that starts when preview starts, but gets messed up after opening a level.
This issue happens only when using Oculus Rift (I am using CV1) and UE 4.18. Everything looks fine in Vive on 4.18 and in both headsets on 4.16 and 4.17. What is more annoying is that in the problematic case loading a level takes so long that packaged build just gives up after 30 seconds.
What I have tried
To see whether this is fault of maps I am using or VR pawn I have been developing I tried to import pawn blueprints straight from the VR template to a project with only these maps and I have also built two basically empty maps (one has slightly rotated floor just to be different).
When using Rift (on 4.18), the camera gets stuck below the floor after loading a level once and stays that way for subsequent loads until restarting the preview. Navmesh shows up properly and pawn actor's location also is no different from when the camera is on the right height. Teleportation marker is shown also on the proper level. It is just the camera that is too low (180 units if I recall correctly).
When it works fine
On 4.16 and 4.17 in both Vive and Rift and on 4.18 in Vive.
From what I've seen, lots of people seem to complain about 4.18 and its VR support, so it seems like I am not alone, however due to work circumstances I am not able to rollback to 4.17, so I would love to get some support on fixing the issue here, on 4.18.
asked Dec 18 '17 at 05:27 PM in VR
We're having the same problem in the project and I've tracked the issue to a very long call to ovrp_WaitToBeginFrame in the Oculus splash code. I timed the code around the call like this:
And as you can see from the log, there's a call that takes 30s to finish.
I know this is marked as resolved, but I've been having this problem and it wasn't fixed by disabling the Oculus Splash. In the end, I added a 'Set Tracking Origin' node on Begin Play
answered Mar 22 '18 at 03:35 PM
This issue is causing a lot of grief. I am wondering if anyone could give some advice.Maffew, where did you put the "set Tracking Origin" node for it to help? I have this in the EventBeginPlay of the pawn, but have tried in the level blueprint and gameInstance.
It seems i am having this issue while trying to use stereo layers with Oculus. There is no problem on the vive. it works fine the first time in a PIE session. but trying again, or trying in a packaged build has a 30~ second delay, with the pawn's VRcamera often at floor level.
How did you disable the splash screen code?
answered Jun 04 '18 at 05:58 PM
I believe this is related to the problem here:
Solved my problem which sounds pretty much the same
answered Jul 02 '18 at 04:30 PM
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