Setting HMD Orientation - Switching Pawns

Sorry for doublepost, but no luck here :frowning:

I use a simple Blueprint with a collision box, placed in the level:


It detects collision, then Calls the Function “Beam…” in my Character BP, with a targetpoint as a variable.

So, here’s the Function in my Char BP:


If the HMD is off (=> Standalone Preview) it works like a charm!
But as soon as the HMD is on, it doesn’t!

One thing I have noticed:

Directly after the teleport is executed, the view rotation seems to be right for about 1 frame!
I can see a glimpse of the right direction (for about 1 Frame). It seems, as if the “Set Control Rotation” Command is executed, but instantly after that the player is forced to look into the original rotation (from before the port)!

I really have no idea what to do! There is no other “set control rotation” command or anything else!

Plz help!

Thanks!
Cheers
:slight_smile:

€ Using 4.9.0

Made a new simple BP, but also doesn’t work:


I recorded a video, and as soon as the Setcontrol Rotation Command is executed, the view changes for 1 Frame, and is then set to the rotation, the player was watching before :confused:

I recorded the “SetControlRotation” Command and played it frame by frame via MPChc:

€2:

I just created a new Project from the 1st Person Template in 4.9.0.
Just added a BP, with the simple SetControlRotation Command (as in the last picture).
=> Same behaviour :frowning: