dagillespie Posted November 15, 2019 Share Posted November 15, 2019 It appears that when you change the players location or rotation in world space in Unreal that the camera image plane that is generated in front of the user doesn't adapt to update to this. Is there a way to ensure that if the player pawn translates that the ViveSR actors keep track and follow this? We've tried manually mapping the transforms to the image plane that is generated at run time however doesn't appear to do this. Thanks! Link to comment Share on other sites More sharing options...
dagillespie Posted November 15, 2019 Author Share Posted November 15, 2019 See screenshot of what happens when you rotate the player pawn by 90 degrees. The SR actors don't keep up and even when you do update their rotations accordingly, the transforms still don't create a properly aligned view. Similarly if you have your player facing any direction other than along the X axis then there is a mis match in the attachment/transform between the image and the player camera. @Daniel_Y @reneeclchen Link to comment Share on other sites More sharing options...
dagillespie Posted November 18, 2019 Author Share Posted November 18, 2019 Answering my own question for everyone's reference On begin play a ViveSRDualCameraImagePlane is spawned and is effectively mapped to the player camera transforms - HOWEVER this doesn't appear to be attached to the player camera component so when the player moves/transforms their location, the image plane orientation messes up. Therefore simply at EventBeginPlay, if you get the spawned actor and attach it to the player's camera, this will ensure the image plane always keeps proper alignment Link to comment Share on other sites More sharing options...
Andy.YC_Wang Posted November 18, 2019 Share Posted November 18, 2019 Hi @dagillespie Please set the player to VROrigin in ViveSR, The image plane will be generated relative to transform of VROrigin Regards, Andy.YC Wang Link to comment Share on other sites More sharing options...
dagillespie Posted November 18, 2019 Author Share Posted November 18, 2019 (edited) Thanks @Andy.YC_Wang - this implementation works for something already in the level however this isn't exposed you can't set this programmatically in blueprint - ie you can't have an actor that is spawned set the value of this. Is this correct? Edited November 18, 2019 by dagillespie Link to comment Share on other sites More sharing options...
Andy.YC_Wang Posted November 20, 2019 Share Posted November 20, 2019 Hi @dagillespie, Thanks for the information We will support setting VROrigin programmatically in blueprint in next release. Regards, Andy.YC Wang Link to comment Share on other sites More sharing options...
dagillespie Posted November 22, 2019 Author Share Posted November 22, 2019 @Andy.YC_Wang Many thanks - that would be most appreciated Link to comment Share on other sites More sharing options...
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