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andrewtek's avatar
andrewtek
Member
11 years ago

Head Rotation off when using Leap Motion Controller Actor

I have noticed a very odd issue related to head when using the Leap Motion Controller Actor in conjunction with the DK2 in UE4.9.1. Whenever I enter my scene, I am not facing the direction I expect. This only occurs when I have a Leap Motion Controller Actor in my scene. If I remove the actor and restart UE4 the problem goes away.

To test, I created a very simple level with 4 cubes. Here is my simple map as viewed from overhead. As you can see, the start arrow points towards the blue cube.
overhead-map.png


When I start from outside of VR, this is what I see initially. This image shows that when not doing a VR Preview, the blue cube is displayed as expected.
rotation-correct.png

When I do a VR Preview, this is what I see initially. Here, I appear to be rotated 45 degrees around Z.
rotation-wrong.png


I am curious if there is some new setting that I need to enable/disable to get the HMD to honor the player start.

Thanks!

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  • Try resetting the tracking in the advanced options of the config util.

    Or you could just delete your profile and create a fresh one.
  • Thanks Cyber. I think this is related to the Leap Motion Controller Actor. I am able to consistently reproduce the issue. I Edited the opening post to reflect this additional research.

    Perhaps Alex from Leap Motion will see my post and have some ideas... Maybe?
  • "andrewtek" wrote:
    Thanks Cyber. I think this is related to the Leap Motion Controller Actor. I am able to consistently reproduce the issue. I Edited the opening post to reflect this additional research.

    Perhaps Alex from Leap Motion will see my post and have some ideas... Maybe?


    This is part of an issue we encountered specifically with 4.9, which is why the character example was pulled from our 4.9 assets. (More info in this thread: https://community.leapmotion.com/t/leap ... l-4-9/3534). Currently the best approach is to use 4.8 and cherrypick the plugin from the Master branch.

    The good news is that we have an update in the works that will resolve this problem. (With a bit of luck, this week.)