Originally posted by mordentral
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However I'm not at that stage yet... When I play as a VR pawn I can see the 2d pawn has spawned in the world (and I can control it with a gamepad), but the VR replicated camera component for the 2d pawn still follows the HMD rotations despite being flagged not to. The effect of this is that all its children (head box, name text) are locked to the HMD rotations on the 2d pawn. The Parent relative component acts oddly too (The body mesh is affected by HMD rotation.)
Does this mean that I need to have a distinct FPS pawn class that is only used for local multiplayer? Replacing the VR replicated camera and parent relative components with scene components that the HMD cannot affect? Is there no way for these components to respect the lock to HMD bools correctly in local multiplayer that has stereo on?
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