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VR VIVE 'Reset Orientation And Position' does not take care of player height

Hey there, when using the Vive and executing the Blueprint Node https://api.unrealengine.com/INT/BlueprintAPI/Input/HeadMountedDisplay/ResetOrientationandPosition/index.html, everything is reset to 0. Well, thats what it should do, but it also resets Z, means it does not take care of the tracking origin (eye level/floor level). In case of floor level, it should apply the player height.

Currently when Tracking Origin = Floor Level, and you PlayInEditor, we are at the correct height. When using the ResetOrientationAndPosition node, we are within the ground plane.

How do we apply the height of the player again after the Reset?

Product Version: UE 4.19
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asked Jul 13 '18 at 01:38 PM in Using UE4

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avatar image fdelahou Oct 04 '18 at 01:40 PM

same problem

avatar image wlitzlbauer Oct 18 '18 at 01:41 PM

same problem. Would be cool if Reset Orientation And Position accepts a position which is used instead of the current position.

avatar image chanduRP Dec 17 '18 at 05:38 AM

I'm also getting same problem, There is no information from Epic Games. This problem also coming in oculus rift (UE4.21) .In previous versions of UE4 worked Fine for Oculus Rift.

avatar image Alex O ♦♦ STAFF Dec 17 '18 at 02:20 PM

Yep, I'm curious about this myself - It's a bit of a grey area since oculus are the ones providing the plugin/SDK to the engine.

I've posted over at the oculus forums with hopes for more info on this.


avatar image Orion_78 May 17 '19 at 03:35 PM

I have the same behaviour IF I have a camera inside my pawn.

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Here is a fix

alt text

VRNotifications is a component. I drag this code inside my pawn.

OR If you can, remove your Camera from your pawn.

More on my blog http://fargesportfolio.com/store-oculus/

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answered May 20 '19 at 08:42 AM

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