Character head turn towards player in VR

Ok, at get world location of look at point, I get x:2420, y:3471, Z:31.4.
At forward vector: x:0.8, y:0.5, Z:0 (this number is the same if the print string is after normalize as well)
at actor location: x:2500, y:3420, Z:6.4 ish

Also attempted something different:

With this the bird smoothly looks toward me when I’m on the right side, however when I switch to the left it snaps back to the right again. The string values from the center to the right, start at 0 then go to about -45. On the Left, they switch instantly from a positive 1 or low number back to a negative (-300ish). Since the yaw is between 90 and -90, I would think that I should have negative values on one side, and positive on the other right? Yours is showing all positive on the Z, and mine is showing mostly all negative.

Thanks, I did enter these manually and plotted it in paint and it is valid so then I add the corrds in my world and it still works for me :sweat_smile:

Try this it should work: sometime you got tinker and I not able to with your project but this is omni and is -90 to 90 when in front.

THIS WORKS. The shift range did not work, and instead kept the yaw at a constant value of 90 or -90. But bypassing it works. The head smoothly looks from left to right when I look at each side. The look at point also does not work (with and without the shift range), but calling directly to the camera does.

Your bird breaks all math books. :laughing:

I think it’s the camera/VR aspect. I’m sure if it was a 3rd person to 3rd person it would have worked fine with the first solution.

I just created a vr project and its half pi based or pre-shifted in VR
the front Yaw ranges -90 to 90 and the TP runs 0 to 180

So that’s good to know was driving me crazy

VR breaks all the math books :slight_smile: Most my time it trying to do something simple that works fine in non VR applications. Thanks so much for your help!