Turret not following player within room scale bounds.

I’m using the below BP to get a turret to follow the player and it works fine unless I move within the room scale chaperone bounds. When I do that the turret continues to fire at where I was standing but not to where I moved to. The turret is following me because even if I teleport 1 foot away the turret will follow to my new teleported location but if I was to walk that distance then nothing. Even if I walked 12 feet across the room it still will not follow. Anyone have an idea why this is happening and how to fix it?

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Don’t have it follow the actor, that is where the VRbounds originates, have it follow the HMD location.

There’s no way to reference the HMD in the turret BP though so how would I have it follow the HMD location?

??? I have access to the HeadMountedDisplay BP library in all Actor classes. It is globally contextual as far as I am aware. If you don’t want to get the tracking origin and add the positional offset of the HMD to it you could also cast the actor to your character pawn and get the location of the camera, assuming you have a camera set to “followHMD” the worldposition of the camera will be the HMD location.

Below are the only HMD options I can see in my turret BP. I don’t see how I can use any of them to allow the turret to track the HMD?

Those are the oculus specific nodes, under HeadMountedDisplay in the blueprint node search you should find the generic nodes.

Also like I said you can use the camera position instead which is even easier as they show you here: https://docs.unrealengine.com/latest/INT/Platforms/VR/VRCameraRefactor/index.html

Can you show me specifically which HeadMountedDisplay node you are talking about. I just did a search for “HeadMountedDisplay” and again I can’t see anything that would reference the HMD. If you show me which one you are on about then I won’t have to guess.

Edit: That link is good and will probably help me better than using HMD but I’m still curious to find out the other way as it could also help in the future.

What engine version are you in? It is a global function library in Engine/Runtime, it should just show up for you.


The “GetOrientationAndPosition” node

Ok I can see which node you are talking about now. I’m still not sure what I would plug it into but I’m sure I’ll figure it out. Thanks.