Changing the FOV setting on a Character’s Camera component seems to have no effect at VR Runtime.
I have:
Compiled and saved between all setting tests, double checked I was spawning as the Character I was editing, parented geometry to the Camera Component so that I would be able to view it at VR Runtime to make sure it was thee component being used for the VR HMD View, which it parented and tracked to the HMD as expected, all to no avail as to where the FOV discrepancy is taking place.
Interesting to note:
Color Grading does effect the VR Runtime Camera’s color temperature.
In Editor, when the Character is selected, the picture-in-picture view from the Character’s only Camera, is changing in-step with all the changed FOV and transform settings.
Any direct location, rotation, or scale transforms on the Camera, have no effect on the Camera’s VR
Runtime positioning, aside from using a Spring Arm Component.
It may be something related to systems that handle HMD to Camera Transforms/Tracking, having some preset FOV? I am at a loss as to why the Engine is not able to enact the FOV only on VR Runtime, outside of it being a potencial bug
Any knowledge as to how this discrepancy might be coming about, or solutions as to how to resolve this, even with some C++, would be much appreciated.
I think the Field of View setting is completely ignored for VR. If the FOV setting did do something for VR, what would it do? Field of view change in VR would feel like wearing binoculars, but with your peripheral vision not blocked. Instant motion sickness for most people. I bet it’s disabled for this reason.
There is special code for VR that changes how the camera (and Motion Controller class) moves, giving it a late-in-the-tick position update from the tracking software. I think there is a way to turn off that late-update, but the way I usually handle moving a VR camera is by having it attached to a scene component in my actor.
The editor PiP for VR is another flat screen camera; not the VR cameras.
I’ve heard this proposal before; Creative Freedom is imperative, especially in a new medium such as VR, and all we are yet to create it to be. If you and others are looking for inspiration as to why this setting being available is important, in my own project, close quarters combat is one of the core usable mechanics, so a setting for FOV is needed to make it even more viable for headsets with meaningfully lower FOVs (Economic accessibility and perceptual viability matter). It will also be used in different intoxication scenarios such as alcohol, including an entire story important sequence meaning to elicit disorientation for the meaningfulness of the story and it’s main character’s experience. [PSA: Always remember to inform the consumers with seizer and disorientation heads-ups]
Awesome tip, thank you for this.
Absolutely, it is an informer that the discrepancy is toward how the engine handles VR
– Thank you for taking the time to respond btw, I appreciate your beingness