There is quite a bit of functionality in the Oculus blueprint nodes that is not available through the hardware-agnostic HeadMountedDisplay blueprint nodes. For example:
- Ability to Set and Get Base Rotation and Base Position Offset
- Ability to Enable Player Camera Manager to follow HMD orientation but NOT position (or vice-versa)
- Ability to enable/disable the Player Controller following the HMD
This lack of functionality makes it hard for Blueprint-based developers to interact with non-Oculus HMDs, or to design for multiple HMDs (incl. the Oculus) in a non-hardware-specific way.
I just submitted an AnswerHub post asking if Epic would accept a pull request to add this functionality to the generic HeadMountedDisplay blueprint function library. Would these changes be useful to other VR devs out there? Or are most of you working solely with the Oculus Rift (or in C++)?