Hoping to figure out what’s wrong with my setup in unreal 5.4.
I’m making a VR selfie stick with a CineCam that is not locked to hmd. (This is a separate blueprint from the vr pawn) The selfie stick has a CineCaptureComponent2D which sends the texture to the desktop screen, while the player is in VR.
This causes my player cam to be really shaky. I think the hmd is trying to pick up the CineCam as well but i have no references to it and can’t seem to find a way to make the hmd ignore the cine camera completely.
I created a new Pawn with just a CineCam and CineCaptureComponent2D. I also had set it to Player 1 rather than 0 just in case.
I am unable to spawn this pawn when doing a selfie as the intention is for it to always be active, sort of serving as a selfie camera and a persistent spectator camera.
Try some lag on camera arm. This may show if jittering is caused by concurrent updates to camera location, or something else. If changing lag limits jittering, there is something else trying to update camera besides selfie stick.
@Nawrot so i’ve tried adding a bit of lag to the camera arm and it didn’t solve the jittering. It made general movement smooth but not the shaking effect.
is there a way to prevent the selfie camera from being picked up by the hmd?
This looks like it is caused by HMD setup, not arm+camera stick. I am guessing here, but it looks like it tries to fix camera, records some frames, then tries again to fix it in another location.
But camera should be independent from HMD. Try placing that camera relative to player position, not relative to hand (just for testing). You need narrow down what exactly is causing jittering.
And you can do line trace or capsule trace, with some longer time to keep lines drawn.
Or there is whole thing called “Visual Logger” that helps debugging what and where happened.