Heya VR Peeps!
I’m successfully using UE4 on Gear VR for my game and have hit a couple of snags with the current release (I’m using 4.7.4). I wanted to start with virtual head model support. From what I can tell this hasn’t been implemented yet for Gear VR in UE4.
I know that the various Oculus Rift guides around here such as https://docs.unrealengine.com/latest/INT/Platforms/Oculus/BestPractices/index.html#virtualheadmodel talk about setting the “HeadModel_v2” parameter. Although in taking a look at the code here https://github.com/EpicGames/UnrealEngine/blob/4.7/Engine/Plugins/Runtime/OculusRift/Source/OculusRift/Private/OculusRiftHMD.cpp (see FOculusRiftHMD::LoadFromIni()) I would argue that the “HeadModel_v2” isn’t even supported for the Rift (which would be useful for the DK1).
Looking through the same Gear VR settings code at https://github.com/EpicGames/UnrealEngine/blob/4.7/Engine/Plugins/Runtime/GearVR/Source/GearVR/Private/GearVR.cpp (in FGearVR::LoadFromIni()) there also doesn’t appear to be support for virtual head model settings either.
From my own testing it appears that a virtual head model is not on by default. You can check this yourself by rolling your head and see the view come with you rather than peak around objects. A virtual head model is critical to improving the user’s experience when the HMD doesn’t support positional tracking (like the Gear VR).
Has anyone been able to get a virtual head model working, either through the engine or rolling your own solution? Can we expect a virtual head model to be implemented in UE4 for Gear VR in the near future, such as for the Mobile VR Jam?
Thanks!
- Dave