VR Game Template

[=Beacon;209157]
Thanks for the response, but even after disabling ‘Follow HMD Orientation’, the head tracking is still present. From looking at the Exploration Character blueprint, it seems like the camera attached to the head is just a ‘FirstPersonCharacter’, not the VR Camera? I’m not sure how it all works, so here’s a screenshot.


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I believe you are think of how other systems do it with having two cameras, which is why they will have two separate builds. One for flat screens, and a second for VR. I believe that UE4 makes the translation itself, thus allowing us to have only one build.