First post here!
I've set up a project based on the C++ FPS template and the Separate_View wiki page:
https://wiki.unrealengine.com/Oculus_Rift_Separate_View
Things are working ok! I've set up my subclasses and compile clean. No stutter, and the head is tracking independently from the player character / movement.
Strange Thing though - I get no DK2 positional tracking. The IR camera's blue light is on, and I get full rotational movement from the rift, but I think its all the fallback gyro rotation. I can't lean in / lean out and see depth change.
If I start a new project based on Mitchell's Rift First Person Template, tracking works fine.
Is there something I missed to enable DK2's special brand of depth tracking? I've put some C++ code work into the player character, controller, etc and don't want to have to start over with the other template since I'm new to Blueprint.
Thanks for any help or advice! Stoked to be a part of the UE4 community!
I've set up a project based on the C++ FPS template and the Separate_View wiki page:
https://wiki.unrealengine.com/Oculus_Rift_Separate_View
Things are working ok! I've set up my subclasses and compile clean. No stutter, and the head is tracking independently from the player character / movement.
Strange Thing though - I get no DK2 positional tracking. The IR camera's blue light is on, and I get full rotational movement from the rift, but I think its all the fallback gyro rotation. I can't lean in / lean out and see depth change.
If I start a new project based on Mitchell's Rift First Person Template, tracking works fine.
Is there something I missed to enable DK2's special brand of depth tracking? I've put some C++ code work into the player character, controller, etc and don't want to have to start over with the other template since I'm new to Blueprint.
Thanks for any help or advice! Stoked to be a part of the UE4 community!
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