I’m working from the Shooter Game Sample in VR. The default behaviour on death for the Shooter Game Sample is to eject from the character and point the camera at the player’s body for a few seconds. In VR, this process is extremely nauseating as the viewing angle seems to be dependent on the camera rotation (ie: unreliable) and head tracking breaks. What I need to happen is for the controller to temporarily possess a spectator pawn with the appropriate setup for VR. I’ve commented out nearly everything in ShooterGamePlayerController that has to do with the spectator camera and have replaced it in PawnPendingDestroy with just BeginSpectatingState()
. This causes my custom spectator to be spawned, but I don’t actually possess it. If I do ChangeState(NAME_Spectating)
instead, this causes the spectator to spawn and get possessed properly… but I never spawn.
Does anyone have any ideas as to how to fix this?