Forum Discussion
shanecolbert
11 years agoProtege
GetCurrentOrientationAndPosition(..) modifies Camera
Hi All,
I am trying to implement a 3rd person perspective Camera, that hangs off a camera boom.
This all aligned before I make any calls to obtain the rotation and position from the HMD.
This is seen in the following screenshots.
The screenshots show the player facing forward, and then the player facing right.
To perform the turn, I simply rotate the camera boom, of which the camera is attached.
As you can see, the ball is centered.


As soon as I call GEngine->HMDDevice->GetCurrentOrientationAndPosition(HMDOrientation, HMDPosition);
the rotation and position of the camera are altered.
This is without making any use of the returned orientation and position.
The following screenshots show the focal point as something other than the ball.

Does anyone know why this is happening?
Shouldn't GetCurrentOrientationAndPosition(HMDOrientation, HMDPosition) only update HMDOrientation and HMDPosition?
I am trying to implement a 3rd person perspective Camera, that hangs off a camera boom.
This all aligned before I make any calls to obtain the rotation and position from the HMD.
This is seen in the following screenshots.
The screenshots show the player facing forward, and then the player facing right.
To perform the turn, I simply rotate the camera boom, of which the camera is attached.
As you can see, the ball is centered.


As soon as I call GEngine->HMDDevice->GetCurrentOrientationAndPosition(HMDOrientation, HMDPosition);
the rotation and position of the camera are altered.
This is without making any use of the returned orientation and position.
The following screenshots show the focal point as something other than the ball.

Does anyone know why this is happening?
Shouldn't GetCurrentOrientationAndPosition(HMDOrientation, HMDPosition) only update HMDOrientation and HMDPosition?
3 Replies
Replies have been turned off for this discussion
- BlackFangHonored GuestUnfortunately, this is the way that Oculus has insisted on writing their pugin, despite the community repeatedly reminding them that it is unwanted. Basically, this necessitates that you rewrite the plugin. Start by looking in the source files of the plugin.
- shanecolbertProtegeI can do that, I just didn't know if it was the advised path...since it seems like a big oversight. :/
Hopefully it is changed in future releases. :(
Probably wishful thinking, but has anyone branched off the main code in an effort to separate the undesirable operations from the plugin? - BlackFangHonored GuestWhen UE 4.5 comes out I plan on doing a big rework of the Oculus plugin and some of the engine stuff. I'll make it in a fork, but right now I don't have an active UE subscription and I don't plan on getting one until 4.5.
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