GetBaseOffset is needed to position real-world objects relative to HMDs with positional tracking. In my case, I have a physical object (PSMove controller) that I’ve coregistered to the Oculus DK2 camera space and I need to further transform that into the game world. I believe I need access to the HMD yaw and offset to do so.
I’ve asked a separate question about how to include the OculusRift plugin in my module as a work around.
Hi Rudy.
I’m sorry I didn’t state this explicitly (it was only a tag), but I’m using C++.
GEngine->HMDDevice->GetBaseOrientation() works wonderfully.
GEngine->HMDDevice->GetBaseOffset or GEngine->HMDDevice->GetBaseOffsetInMeters do not exist.
How do I make FOculusRiftHMD available to me? (See my other question that I linked to in the OP).
I’m doing this within a (game) plugin. My understanding isthat I should not be dependent on another (Engine) plugin. Wouldn’t it be preferable for me to use the IHeadMountedDisplay interface?
In case it wasn’t clear, the patch I included above works as expected. Using that patch, I was able to complete my plugin.
I think it is intuitive that, if IHeadMountedDisplay has a function called GetBaseOrientation then it should also have a function like GetBaseOffset for HMDs with positional tracking, and it will return FVector(0) for HMDs without positional tracking.
If, for some reason, you hate taking patches then I can make a pull request. Just let me know.
I have written up a feature request ( UE-18532) for the GetBaseOffset and I have submitted it to the developers for further consideration. I am happy to hear that you have your plug in up and running. As for submitting a pull request, you may feel free to place that request here:
I am happy to hear that you have gotten around to submitting a pull request. Could you provide an update if/when the developers get back to you on the results of your pull request?