Get HMD position in world space without using a pawn

Hey all,

Is it possible to get the HMD and controllers the same way we can get sensor position through “Get valid tracked device IDs” and then getting the position of that device?
Or maybe another way to get HMD position in world. Basically I want to show the position of the HMD within the tracked area without having to tie it to a camera.

There is a Get Orientation and Position node but since the HMD is not being worn/active it may not work as expected.

May I ask what are you trying to achieve? There might be a different way to go about it, for example use a Spectator Screen.

https://docs.unrealengine.com/latest/INT/Platforms/VR/VRSpectatorScreen/

Spectator screen may be an option. What i want is a companion application, showing the position of the headset and controllers without starting the game in VR mode or sending any video to the headset, so that I can run and only have it viewed on monitor while I play a VR game in the headset, if that makes sense. Think of a virtual streamer-cam so I can show what the VR user is doing while playing a game that doesn’t support offer any sort of spectator view.

Both Oculus and Steam have a mirror function through which you can show on the regular display what the player is seeing in the HMD. When it comes to capturing the HMD position and re-purposing it to a different application, you could think of using the networking/replication function of UE4 for that. It should be fully possible.

Hello together!
There is a very similar thing I would love to achieve. I want to use a beamer to project a window with some objects in the background against a physical wall.
I am trying to get the HMD position so that a person who would be carrying the hmd (or a motioncontroller) at chest level could peek outside of the window and discover whats behind the corners.

Is there a way outside VRPreview to track the HMD and to get hold of the position and location? So far I could only track the HMD when VRPreview was enabled.

Cheers

In the end I was making this much harder than it needed to be.

Use a “Get Tracked Device Position and Orientation”, index 0 will always be the headset.

add to it the values from a “Get orientation and position” node from the Head Mounted Display library if a really exact position is needed.

Hello, curious to know how you solved this. You can’t run two VR apps at once, and as far as I understand for this sort of setup you need two VR instances to be running, one in UE4 (the “companion” app you mention is simply a game for my setup and am using it to track the VR pawn in the world) for it to recognise the HMD / controller tracking, and another for the game that you are playing. But I can’t seem to get the HMD tracking data into UE4 without running it in VR Mode. Meaning that once I open one VR game, it immediately closes the other.

Would you be so kind as to explain how you managed to get around this limitation? I am going slightly insane here lol.

Thanks in advance!