Oculus Rift - In editor, decouple aiming?

I’m using UE4 for VR content and have been trying to figure out a way to decouple my “Rift view” from my controller input / mouse input. Basically I want to be able to look left and not have the gun follow, but move the mouse/thumbstick left and turn to the left. What would be the easiest and/or best solution for this?

Any help would be greatly appreciated, thanks!

Gonna need a macro for this at the rate I’m going :stuck_out_tongue:

See Wiki: Oculus Rift
See Wiki: Oculus Rift Separate View

Right, I’ve seen that, but I’m not much of a coder/scripter by any means. That’s why I’m wondering if there’s another way? Or if you could explain how to go about introducing this to an existing UE4 demo such as the shooter?


At the moment the only way to do it is to copy’n’paste the code in the Separate View snippet.

The alternate is to wait for someone to supply a pre-built version.

Any guess who “someone” will probably end up being? :stuck_out_tongue:

Yeah, that will be the best route :slight_smile:

Hi Kris, I referred to your Wiki: Oculus Rift Separate View but when I was able to separate view and body movement, the left and right screen in Oculus didn’t align (it looks like there were two guns in my hand in Oculus mode since the one I saw with my left eye was not at the same place with that in my right eye). Did you meet a similar problem before? Any suggestion may be helpful.

I’m not sure if you’ve solved this, but the solution you’ve linked to works for me. The biggest issue is I don’t have positional tracking.