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Boundary Component bug in Unreal Engine 4.13

jumbli
Member
I've been having problems getting the Blueprint function "Check if Point Within Outer Bounds / Play Area" to work.

I noticed that the point being passed to the Oculus SDK was using the Unreal Engine coordinate space. I've got this working by making the following change to convert the point to the Oculus coordinate space:

CheckPointInBounds in OculusRiftBoundaryComponent.cpp

- const ovrVector3f ovrPoint = ToOvrVector3f(Point);
+ float wtm = 100.0;
+ const ovrVector3f ovrPoint = ToOVRVector_U2M<OVR::Vector3f>(Point, wtm);

Can you please pass this on for someone to test and implement a proper fix if they agree it is a bug.

Thanks.

Developer of Dimensional, The Relentless, Breath Tech, Jigsaw 360 View my dev blog at JumbliVR.com
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