Oculus Story Studio’s VR Trailer Source Assets Released!

Yep! Same dude. Crossposting my response here as well for anyone who has the same question:

For the trailer: it actually wasnt necessary. For main experience: the stopgap port of matinee from ue3 to ue4 is kinda incomplete because the’yre planning on doing sequencer. Sequencer will allow blending - matinee doesnt. We could have made henry a blueprint to fix this problem - but because we wanted to continue to support scrubbing in matinee (so that our lighters could actually light) we decided against a blueprint henry. The code change allows us to manually write to bone transforms, which we store in a table and look up from during certain points of the experience.
For the trailer - we decided to use henry as a blueprint (and have a duplicate non-blueprint Henry so lighting could get a preview). Trailer henry uses an aim grid that does multiple bone transforms - so his tracking is actually much higher quality.
Thanks for the great question! I actually learned a lot listening to our engineer talk about the tech. Such a smart dude. Keep 'em coming.