Oculus DK2 - disable inbuilt positional tracking
i'm preparing a demo based on the Flying blueprint template and using Oculus Rift. Unfortunately, i'm having problems getting camera to work - if i use "Use Controller View Rotation" the OR orientation completely overrides camera rotation, so it doesn't reflect the orientation of the plane anymore.
If i use custom blueprint for orientation tracking, it works, but I'm having problem with positional tracking. The inbuilt system ignores the rotation of the camera/pawn, so it works only in one direction (and is reversed if i turn 180). I haven't found any way how to disable this, only via .ini file bHmdPosTracking=false. This turns the oculus camera off, which means i can't do "correct" tracking via blueprint.
To get around the rotated tracking issue, you will want to set the camera's Relative Location based on positional tracking every tick. Here is an example of how we solved this issue in the Vehicle Template's VR mode:
The "Cam Origin" variable is just the Camera's Relative Location which I set during construction. The execution is from a Tick event. Let me know if that helps you.
answered Sep 16 '14 at 04:20 PM
I'm a newb, and I don't know what you mean by making a Camera Manager for your player controller. I have the Enable Player Camera Manager Follow Hmd thing in my blueprints, but what do I hook it up to? Also I'm using the blueprints from the Flying template, and I have the above "Handle VR Device" blueprint bubbles added in.
answered Oct 28 '15 at 02:21 PM
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