One annoying thing in room scale games is the ability to just walk through the wall to move to the next room. I experienced this for the first time when I was playing the Budget cuts demo and I could just stick my head through and teleport into the next room (there was some puzzle I was meant to follow to get through a vent into the next room) There is the excellent plugin from mordentral that solves this.
Unfortunately I can’t use this because I am using the Github version of the Oculus forward renderer for 4.12 and its not compatible with that so I found this tutorial by Slayemin.
Which shows how you can set this up unfortunately one part of it assumes you have done something similar before because it makes no sense to me.
“Within your character blueprint, you need to create a function called “Get head position” that returns a vector of the head position in world space. You can hard code in a return value”
Can anyone tell me what that means? I don’t have a clue what BP or nodes to hook up to that because it doesn’t tell you.
He means to add the result of gethmdposition to the player location. You can do it manually or by transforming position by the actors transform. That being said Proteus is using my plugin with the oculus branch, it just needs recompiled when first loaded due to being a different engine version.
How is he getting it to work with the forward renderer? When you say recompile do you mean this?
If so it starts the build as normal.
But then it gives this error
Edit: Also is this what you mean by “He means to add the result of gethmdposition to the player location. You can do it manually or by transforming position by the actors transform.”
Slider isn’t part of my plugin… But regardless plugins don’t always compile correctly just launching the editor, sometimes you have to load up the IDE and build from there.
Also yeah you could just get the camera world position as well, you just don’t need to access a camera component if you use the HMD location directly so in some cases it is simpler.