Having a Vive at work, plus seeing the amazing siggraph realtime demo made me take a deep breath and dive into Unreal for the first time, specifically for previs.
Pretty comfortable with the VR editing mode after playing with it for a week, but can’t seem to get Sequencer working in VR nor the cineCamera. Am I right to assume they’re not supported right now?
Outside of VR mode it works fine; new sequencer, select the camera, hit record, drag it around, stop record, can now playback that motion.
In 4.13P1, VR editing got very twitchy when adding a cineCameraActor; the pov got separated from the hand controllers by several meters, had to flail about to reset it. Couldn’t see a way to call the sequencer from within VR mode at all.
Having seen the new tiltbrush video capture mode (one controller becomes a camera with a tablet-sized viewport pinned to it), that would be a great way to previs handheld shots in VR, similar to the mocap rig used for siggraph (minus expensive mocap rig… )
Assuming its not a toggle or obvious step I’m missing, is it possible to re-assign the behaviour of the controllers in VR edit mode? Is that even possible with blueprint, or would that require digging around in the VR edit mode source?