Custom Pitch

Hello UE4 Community!

I currently face the following problem: I use a first person camera that is glued to the Head of my Character model + Oculus Input. Everything works as expected. But my character has a multitude of animations in which he has to look down on a table, sometimes bending forward and looking straight down. But I can only change the position of the camera, not the direction, as it is overwritten by the oculus’ input. This means that the user has to bend over like crazy, which I kind of want to avoid. Is there an option to add or subtract pitch to the oculus input?

Regards

Greedape

protip :wink:

Don’t mean to be debbie-downer here, just want to help. But I would actually refrain from doing that and just have the user naturally lean in utilizing the built-in positional tracking. Anything that adjusts the tilt/roll/pitch of the camera uncontrollably can feel like a punch in the head. Pretty naseau inducing due to the vestibular mismatch.

If this is not an option because they have to lean extremely far forward and might smack their head on a desk, I’m not sure of an easy fix personally but I believe it can be done.

Thanks for your input! The thing is, the character model is not pinning their chin to their chest, he is leaning forward. I feel like not having the camera pitched is the unnatural thing because if you lean forward but keep your head straight, you will look down.

The nice thing about the Rift is that it captures all rotation of your head, so if you lean forward and your head looks down slightly the Rift sensor will report that and it will work as you expected without any changes.