08-19-2014 04:08 PM
GEngine->HMDDevice->EnablePositionalTracking(true);
PlayerCameraManager -> bFollowHmdOrientation = false;
08-26-2014 07:29 PM
08-26-2014 10:36 PM
08-27-2014 01:16 PM
08-27-2014 01:56 PM
08-27-2014 07:06 PM
"artyom17" wrote:
For PlayerController positional tracking should work automatically, for PlayerCameraManager you should enable tracking by setting bFollowHmdOrientation to true.
09-07-2014 11:29 AM
I dont want a single ******* thing to happen automatically.
09-07-2014 01:33 PM
"BlackFang" wrote:"artyom17" wrote:
For PlayerController positional tracking should work automatically, for PlayerCameraManager you should enable tracking by setting bFollowHmdOrientation to true.
I think this quote really exemplifies everything wrong with what Oculus does code wise.
09-08-2014 02:12 PM
#pragma once
#include "GameFramework/PlayerController.h"
#include "TankPC.generated.h"
UCLASS()
class VITREOUSTANKVR_API ATankPC : public APlayerController
{
GENERATED_UCLASS_BODY()
protected:
virtual void BeginPlay() override;
};
#include "VitreousTankVR.h"
#include "TankPC.h"
#include "Camera/PlayerCameraManager.h"
ATankPC::ATankPC (const class FPostConstructInitializeProperties& PCIP) : Super(PCIP)
{
PlayerCameraManagerClass = APlayerCameraManager::StaticClass();
}
void ATankPC::BeginPlay()
{
Super::BeginPlay();
PlayerCameraManager->bFollowHmdOrientation = true;
}
FVector ATankPawn::GetPawnViewLocation() const
{
return GetActorLocation() + FVector(167.5, 40.f, 180.f);
}
09-26-2014 05:10 PM