Hi, just noticed that
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition()
(called Reset Orientation And Position in blueprints) works differently than in 4.24.1.
Before, calling this would “rotate the whole scene” (i.e. change tracking origin), so that the current angle where the HMD is looking is the world X axis in unreal and HMD position is set to world (0,0,0).
That’s still the case, but now, controllers stay where they were before the call, thus becoming disconnected from the actual HMD. They still track, but they’re not in correct relative position to the HMD.
To reproduce - create VR template project in 4.24.1, set an action to fire off the Reset Orientation And Position blueprint node and observe results.
Then do the same in 4.24.2, you’ll see the controllers move with the HMD when the action fires in 4.24.1, but not in .2.
Is this intentional? Any tips on how to get the desired behavior back?