(Note: This issue exists after fixing the “Switch on Name” problem in the Motion Control Pawn of the VR Template)
When starting a VR preview if the Oculus Rift is facing down (i.e set flat on a table) the origin is not setup correctly and the pawn will spawn directly in the floor.
Steps to Reproduce
- Create a new VR Template
- Open Maps/MotionControllerMap
- Open MotionControllerPawn blueprint. Connect the Default pin on “Switch on Name” to “Set Tracking Origin: Floor Level”
- Set the Oculus Rift on a table facing down. VR Preview the game.
Player is spawned in the floor. Eye height is ignored
Player is spawned at the correct height.
If the HMD is worn / held facing forward player position is correct
Does not exist in 4.16
Issue can be better reproduced by binding a key press to the Reset Orientation and Position node. Whenever the function is called when the Rift is facing down, the eye height is ignored. If the Rift is facing forward, resetting the orientation fixes the issue.
I was aware of the issue that you linked, however these two are separate issues. This bug only happens if the play button is pressed while HMD is facing down. If the game starts while the HMD is facing forward everything works fine. I already modified my template so that the problem UE-48121 is eliminated altogether (see Step 3 under Steps to Reproduce in the original post)
After further testing I found that you are correct. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.
Link: Unreal Engine Issues and Bug Tracker (UE-49602)
Make it a great day
After doing some digging I found that this in a known issue. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.
Link: Unreal Engine Issues and Bug Tracker (UE-48121)
Make it a great day