[=Beacon;225698]
Thanks for your reply ! Could you go into some more detail on please? For my purposes, all I need is to A: control the view of the player with the analog stick of a controller, I don’t need any player movement at all, and B: control the view of the player with the Rift, so full head-tracking - again, no actual movement.
Thanks!
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Alright lets get into it, first of all i’ll be using a blank project in 4.7, it seems epic has changed the Pawn rotation thing in 4.7 so it no longer disables rift rotation (not a big deal because we can work around that).
OK,
- you’ll need 4 blueprints
- a Character(feel free to use a Pawn here instead I used a character because if you ever do want to movement it will be easier way)
- a Game Mode
- a Player Camera Manager
- a Player Controller
-
Open up the character and set up the looking input(note the mouse Y defaults to inverse controls for Pitch so X -1 sets it to what most games default at)

-
Set up the defaults for the Character to use the Pitch(is needed only for rift support)
Make sure your clicked on self(in 4.7)

then enable pitch

-
Open up the Player Camera Manager and enable Follow HMD Rotation

-
Open up the Player Controller and tell it to use the new Player Camera Manager

-
Open up the Game Mode and tell it to use the New Character And Player controller

-
Now is the most important step (also the one I forget nearly every time) Use the new game mode
Alright Let me know if works, it did for me, although it might be a bit uncomfortable in VR let me know how it works in your game
thanks
