Hi all,
I want to have a full turret-like setup to rotate based on a player looking around with his/her gearVR headset. The thing is, I need to apply some transformations on the camera rotation vs. just reading the “looking at” direction and using that.
So basically, I need a way to capture the head rotation of a gearVR-user, and apply this to a camera but using my own logic. Unfortunately I have no idea how gearVR actually gets the user’s head rotation as input. I can use it using a default playercontroller, but then it also moves the camera in a one-on-one manner, without extra transform logic possible.
So, how is the gearVR headset rotation actually captured or interpreted as input? I know in Unity (for example) it is just captured as mouse movement, but in Unreal it seems to be obscured - at least to a noob user like me. To use a simple example: how would I have the camera view use double the yaw or pitch of the headset rotation, for instance.
All help or info is appreciated!
Cheers,