First person character camera ignores position offset and spawns in the center of the capsule

Haven’t had any luck on answerhub yet so I’m posting here as well.

The title pretty much says it all. Even the simple First Person Blueprint template has this problem. It looks good in the editor, but as soon as you launch the game, the camera and all its children fall to the center of the capsule.

This drives me nuts. I’m posting this in the VR sub because that’s what I’m developing for but I still have the problem even if I run in “normal” mode.

I can’t be the only one experiencing this?

Edit: I’m running 4.11 preview.

I’m guessing it’s to do with the camera refactor,

https://docs.unrealengine.com/latest/INT/Platforms/VR/VRCameraRefactor/index.html

Yup! I definitely didn’t have this problem in older versions and I missed the memo on that camera refactor.

Haven’t finished reading that doc yet but I quickly went to add a scene element to my character to which I added the camera and its children.

I have put my offset on the new scene element and zeroed out the offset on the camera and it did the trick.

Many thanks for the tip Opamp!

That is the only solution at the moment.
The change made in 4.11 makes the camera component set its relative location & rotation based on the HMD.
Hence it seeming to reset to the center of the capsule.

Came across this because I was having the same issue, just wanted to say thanks got it fixed!

Hi folks - I’m a little unclear on how you fixed this. Could someone explain in more detail please. I’m guessing it has something to do with adding an additional offset to the camera. @Opamp77

You place another component in the actor (preferably scene component), attach it to where you want the camera attached. The move the scene component to a location where you want to have your camera and attach the camera to it. Camera position is always relative to parent based on actual HMD position, so the only way to add camera offset is to add the offset to parent actor.