I’m currently working on a VR-game. For testing I often used the normal play mode. It seemed logical to me that rotational tracking as well as positional tracking is disabled then, since there’s an extra VR Preview play mode. Today, when I opened my project, connected the Rift and entered normal play mode, rotational tracking suddenly was enabled though. I could move my camera by rotating the Rift.
Also, at the start of the game I’m using
if (GEngine->HMDDevice->IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed())
which had always returned false in normal play mode until now. Since today it suddenly returns true.
I don’t think I changed anything regarding this, although I can’t say I’m a 100% sure.
Is there any way I can fix this or an explanation to why this is suddenly happening?
What pawn are you using? Is that a VR Pawn?
Are you calling “Enable HMD” or any console commands like “Stere On”?
Are you certain you’re running it normally and not in preview?
By normally, do you mean “Selected Viewport” Or which one?