There are times when I would like to display a static mesh billboarded in front of the camera. In my pawn where the camera component is defined, I have a static mesh parented underneath the camera.
This displays just fine in normal play, but when the Rift is enabled, the mesh is no where to be seen.
So my question: does that camera component actually get replaced with another when the oculus is enabled? Is there any way to preserve the hierarchy under the camera?
Thanks!
This displays just fine in normal play, but when the Rift is enabled, the mesh is no where to be seen.
So my question: does that camera component actually get replaced with another when the oculus is enabled? Is there any way to preserve the hierarchy under the camera?
Thanks!
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