Forum Discussion
I tried this once in Blueprint. On tick track the difference in position of the motion controllers and convert that distance to an impulse in the first person char blueprint. If I remember well, I created some sort of energy 'bar' that the movement-impulse was added into and that the movement was maxed out at some value. When stopping moving your arms, the energy would drain the bar and you would stop after a few steps.
Problem with just tracking the delta-movement was that it didn't matter in which way your arms would swing as long as there was a delta movement. Surely will be a better way to do this
- dovsherman3 years agoProtege
Hi MaxArch, I get what you're saying with the energy bar and I would like to build on that idea. But I would also like to integrate head movement into my implementation alongside the controller (or hand tracking) movement. How do people usually go about doing this? Like, is there some kind of API that is used to get the controller and headset's acceleration and pitch? I'll probably be implementing my solution in C++ since I haven't been using ue for long enough to get comfortable with blueprints yet (although if I can get the same results and it's easier I might as well use blueprints).