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    Changing gain on camera position in VR with HTC Vive

    Hi,


    I am using HTC Vive Pro Eye with SteamVR in Unreal Engine 4.23.


    Everything works so far.


    Now, I need to change the speed gain along the Y axis in VR.

    I mean, if the person walks let say 1 m in the room along the Y axis, he would experience in VR, a translation of let say 1.2 m.



    I tried to implement it changing the scale of the transform on an inherited PlayerCamaraManager subclass, but it does not seem to work.


    I wonder if that would be possible to do under blueprint without having to modify the SteamVr plugin ?

    I can always capture the camera position and then translate the scene by a factor a 0.2 and it would work, but it creates a latency. It has to be done inside a PlayerCameraManager, a PlayerPawn or something like that.



    Maybe should I create a MotionController capturing the HMD and attach a camera to it in a PlayerPawn ?




    Regards !


    #2
    Hello,



    From the VR template, I modified the scaling of the VROrigin node in the HMDLocomotionPawn.

    Click image for larger version

Name:	OpticFlowScaling.png
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    It does almost what I wanted, but I want the scaling of optic flow to happen in the direction of the forware vector, not in the coordinate system of the room.


    I need the scaling to be applied only in the direction of the forward vector.

    How could I achieve this by only modifying the scene graph of of the class ?

    I know if I do it inside the eventgraph, it will cause a delay.

    By just modifying only the scene graph, everything happens in the GPU and it is much faster.



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