position and orientation problems in oculus rift

When I begin playing a game with a normal player start (using the first person blueprint template), everything is fine. But when I play the same game on the rift, the player view is shifted to mid-height (around the hips) and sometimes oriented in the opposite direction. This behavior has started since 4.4.

running 4.4.1 in Win7 - gtx 780

Hi ,

I am testing this with a DK 2 in 4.4.1 with the Oculus Beta 0.4.1. When I create a new First Person Blueprint and play, I get this result:

I was able to get under the gun by ducking down, but it required a bit of effort. Is that what you are seeing? If there is anything that I am doing differently, please let me know.

Thanks,

I’m not doing anything as silly as moving around to force an odd view. This is what I get by default. I started a new blueprint-based first-person project, started it in the rift looking straight ahead, and this is what I get.

Sounds just like the problem reported here.

UE4 seems to take as its starting point the assumption that the IR camera is at the same height as your head and pointing directly at it. Unfortunately this assumption is likely to be incorrect as you’re supposed to sit 5ft from the camera and very few people have a desk which is 5ft deep, so most of us have to place the camera in an elevated position angled slightly downwards in order to get the required distance.

In these circumstances your virtual head will start off in the position shown above. You can correct it by creating an action mapping to reset head position and having it trigger the BP function “Reset Orientation and Position” (under Call Function - Input - Head Mounted Display). I generally assign the back button on an X-Box pad to this function (which UE4 refers to as “Gamepad Special Left”).

Cheers,

DD

Thank You!!!