HTC Vive Tracker in Unreal
I was trying to create a mixed reality setup in Unreal Engine 4 using the HTC Vive Tracker to track the real world camera. But I stumpled upon a problem, which I wasn't able to solve by myself.
While using the "Get Tracked Device Location and Orientation" node within Unreal I've realized that the output of the coordinate system is Y-up (Pitch, Yaw, Roll) instead of Z-up (Roll, Pitch, Yaw - used by Unreal). Which I was able to confirm by printing the tracked device orientation.
Which led to the problem that when I was setting my virtual cameras orientation to the orientation of the tracker, that (depending on the method I've tried) always one or two axis were wrong/inverted. I've also tried both methods (just in case) for setting the world and relative orientation of the virtual camera to the trackers orientation.
Can you provide me with a method with which I'm able to convert the coordinate system in Blueprint or am I doing something completely wrong anyways? Or is it enough to reset the tracker after mounting it on the camera? (I wasn't able to test this myself because I found out how to do that today)
asked Jan 10 '18 at 12:16 AM in VR
Try creating your Blueprint like this Motion Controller > an Empty Scene Component > SceneCapture2D, then rotate your Empty Scene Comp until you get the desired result. You'll have to just keep doing 90 degree rotations until you pick the right one.
answered Apr 05 '19 at 08:31 PM
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