@mordentral
I hope it’s okay to ask a related question in this thread since it’s been going on for this long.
I am using VRExpansionPlugin for a C++ implementation of an industry based scenario in which VR and desktop controlled characters meet. Both use the same Character class derived from VRCharacter. I have used the example blueprints as templates and customized desktop usage a bit.
My problem is that I can’t figure out how to use the control rotation on the clients when using desktop (mouse) movement. It doesn’t seem to replicate so for desktop clients their view always snaps back after moving the mouse, whereas movement itself is okay.
For movement I use AddMovementInput(). For mouse pitch and yaw I use
pawn->AddControllerYawInput(val);
What is the correct way to set the Controller pitch and yaw when using this plugin?
Edit:
Perhaps, to clarify, I don’t explicitly need the control rotation to replicate, as long as the character rotates with it and the user’s camera doesn’t snap back after move.