Rotate the player based on HMD viewing angle from location.

Going on a week now lol. I have tried everything I know of!

If I Check ] Use Pawn Control Rotation in the Camera, and I use f “Add Controller Yaw Input” It will rotate right where I’m standing like I’m trying to get at, but the root of the player is walking around. Causing way more motion sickness.

Best way I can explain it is this…IN VR if you are playing from the original VR template when you walk around you’re player is moving around in the world. In any other (non VR) game, it’s like the player stands still, and when you move the world is moving around you. :S If that makes sense. When you look at the ground in the original VR template and you walk around in your play area, nothing moves except you.

When I Check ] Use Pawn Control Rotation in the Camera, and I use f “Add Controller Yaw Input” the entire world moves. And that makes you really sick, because you don’t get the sense of moving.

So I’m back to nothing. I think at this point, I’m going to agree with you eXi. As simple as what I’m trying to do is, I don’t think it’s possible in Blueprints…

All I really need to do is “AddRelativeRotation” (On the Z Axis) to the HMD where the player is located in their play area… lol. But I just don’t see how I can accomplish this.

There’s other vr games I’ve played where you can take the joystick, and rotate the player. It’s usually by a preset number of degrees, but you can still rotate. I can’t believe you can’t accomplish this in ue4 bps. There’s got to be a simple way I’m just overlooking.

Let’s say I teleport to a location, and want to rotate the player by any number of degrees from where he’s standing. I can figure out all kinds of way to make him rotate, but I can’t figure out a single way to make him rotate where he’s standing. . I’m going bald trying this. Someone is probably laughing at me right now waiting til I pull all of my hair out to tell me I’m just missing a single node somewhere. . lol

Edit: I gave up.