I was following some of the steps outlined in this VR live training stteam. I noticed that in this stream, that the Epic guys used set a variable called Follow HMD Orientation on the player camera manager. Where is this variable and why can I not seem to be able to set it up the same way. I am using UE 4.15.
Edit: Asked and Answered this question myself to hopefully help out people who run into a similar hiccup trying to follow along.
ANSWER: This functionality was changed in UE 4.11 (I believe that is the right version). From this version onward, you must simply select your player camera component and enable the “Lock to hmd” property under the camera’s details pane.
P.S To Epic: It would be nice if the community could comment on, or add annotations to Live Stream videos posted in the Docs. section of the website. That way, as changes are made to the engine, community members can share information on things that may have changed in the current version of the engine.
What if I only want to lock the camera’s orientation to the HMD and not the position? I just want to keep my camera position to where I place it in space.
I’m not 100% sure on this, but it is possible to get the Local (relative to the VR Origin) orientation( location) and rotation of the HMD in blueprints. You may be able to use ‘Lock To HMD’ and then use this local location to inverse the offset (ie subtract the orientation so that the delta location = 0) to produce this effect. Just a thought.
i know absolutely nothing about blueprints and it’s so aggravating. I’m just trying to get a first person camera effect so I can get a better feel when building environments to scale. I don’t know what to do.
How would the blueprint be set up then at the beginplay event?
This is what I got so far. Also, I locked the HMD like you said.