So, I’m getting stumped on something very basic. Let me describe what I’m trying to achieve, and then I’ll talk about what’s going wrong.
I am creating a 1st person jetpack platformer style game for the Oculus Rift, and I want the player to have an avatar. When the player looks around with the Rift, I want the avatar’s orientation to remain the same. I’m implementing “VR comfort mode”, so the shoulder buttons on the controller snap the player right and left by 15 degree increments.
Everything is working fine except the orientation of the skeletal mesh (the avatar). I want it to preserve it’s orientation when the player is looking around, but I want it to rotate with the controller when the player snaps right or left. In my blueprint, I’m rotating the controller when the snap event fires. I’m used to thinking about things behaving in a hierarchy, i.e. a parent/child relationship, so I imagine the controller is at the root, with the capsule as a child, and the camera/skeletal mesh as children of the capsule. But clearly, this isn’t right. Basically, I just want the skeletal mesh to have the same orientation as the controller. I’m getting some other weirdness with physics on the capsule. It needs to respond to physics, because I want it to bounce off the ground, but I don’t want collisions to affect the orientation of the capsule. Make sense?
I’m stumped. Any ideas would be greatly appreciated, thanks!