Hi,
I am using an HTC Vive Pro.
I noticed the option “Lock to HMD” does not work properly.
It seems the way it acts is that SteamVR keeps feeding a transform to the Camera and that it is being canceled from somewhere else inside Unreal in order to make it fixed.
The result is if you move your head fast, you see a begining of movment inside the HMD and it gets canceled (zeroed out) from somewher else.
It has the effect of creating a “jittering effect”. It feels the camera is shaking and it creates motion sickness on my participants.
I am thinking on modifying the SteamVR plugin in order to cancel inout at the source.
Would that be pssible to fix this issue in future versions ?
I have observed this bug since the early versions of Unreal 4.
I think the problem comes from modularity of Unreal Engine. The SteamVR pkugin is independent of the Camera Component. How could the fact to uncheck a mark on a camera component would communicate a change into a plugin if both are completely independant and orthogonal ?
Regards and best wishes !