When I launch my game in VR mode inside Unreal editor I am facing the wrong direction and I dont know how to change that. When I am running in normal mode I am facing the right direction.
I have setup a Pawn and I am rotating that however it only works in normal preview not in VR.
So I have tried to play around with blueprint but I have no succes. The Q and E keys works great but it cant be true that I have to do that everytime I start my game. Please help.
Ok, I solved it. This is absolutely weird, but it workedâŚ
How do you change a lightbulb? You rotate the lightbulb? No, of course you rotate the room!
âŚI rotated my entire Level, all of the objects in it, the amount I needed (180°). It worked just like before on PC, and now it worked on GearVR too.
I see this on Blender for UE4 tutorials all the time where they tell you to rotate the mesh when you start so that it works properly with Unreal. Could it be that you arenât doing that in your 3d program?
Iâm using Blender too! But I must have missed the tutorials that you saw. Why would that matter? If it works in Unreal on developer mode, I donât think itâs Blenderâs fault if it doesnât work after packaging on another device. Anyway I always export meshes after putting them in the origin (0,0,0) with no rotation (0,0,0); what is the correct setting?
Thatâs not a very satisfying solve! This is such an apathetic âcommunityâ to not answer such an easy question. The answer: Have you tried pulling in a âPLAYER STARTâ object? They definitely give you a set place to start in a map and they pay attention to how they are rotated! (the Green Y is âforwardâ rotate it to point where you want to look at VR OR FLAT runtime
Dude, itâs been almost two years.
As far as I can remember, yes, I placed a player start object. Provided that they existed and worked the same way, in UE version 4.7.
And this still doesnât explain why it worked on PC but not on mobile.
Well, 2 years or 10, I believe there are a few people still learning the tool⌠Absolutely it would make the difference: A PC game will default to the direction of the PAWN or Character etc. VR, Playstation, MAC and Mobile all benefit from a âPlayer Startâ object to further define your wishes,. That is indeed, why the object exists,. No 3D project (even PC) with a âplayerâ should be without a player start,
What I mean is, 2 years ago there was version 4.7, now we have 4.21. Maybe the tool changed a little⌠and maybe this issue disappeared.
Still, I donât get why a PC game would default to the direction of the PAWN or Character etc. whereas VR, Playstation, MAC and Mobile would not; and on the opposite case, I donât get why a Player Start would not be necessary for a PC game.
Hello - I had the same issue - tried a few things and then realised I move the computer so it had to be the sensors are the wrong way around - stupid mistake on my part but hopefully this will help someone else in the future - i didnt need to run oculus room setup, just swop the locations of the sensors around - no need to change USBâs. - Hope this helps.
Iâm also a Blender user! However, Iâm sure I missed the tutorials you saw. What difference does it make? If it works in developer mode in Unreal, I donât think itâs Blenderâs fault if it doesnât work on another device after packaging. Anyway, I usually export meshes with no rotation (0,0,0) after putting them in the origin (0,0,0); what is the correct setting? smash karts