Forcing FOV in HMD
I understand the due practice and recommendations for editing FOV within an HMD - However, as I am currently developing for a project that looks to utilise the tracking of a headset but not worn by a user in the traditional sense; I find myself in need of editing camera FOV using blueprints.
UE seems to fight me at every turn here; is there a way to disable whatever it is that is keeping the camera's FOV locked whilst in HMD mode??? Thanks!
asked May 09 '18 at 03:07 PM in VR
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