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Up and Coming
April 28, 2013

Changing pitch/roll?

Has anyone had any luck changing the pitch and roll independent of the head tracking? It seems to be impossible. Always using the pitch / roll of the head tracker might work well for FPS's but not for everything. For instance, in an airplane game, if the plane does a barrel roll. With the current implementation, it's impossible to make the player do a barrel roll.
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    29 replies

    Inspiring
    May 7, 2013
    This is something we've decided to start implementing. I can't say when it will be ready, but we're on it.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    May 7, 2013
    *love *love ^_^

    Thank you very much, I look forward to that, mercy Cybereality for being the link between game creators and devs.
    I look forward showing the world what I have been up to for the past 2 years...
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    May 10, 2013
    I am very new to UDK, I spent a couple of years playing with Unity, but can't really afford the Pro version so I have decided to learn UDK.

    I haven't received my Rift yet, so I don't know how it works in UDK. But after playing with UDK for the last week or so, ideally I would like to totally disable anything the Rift tracker does directly with the Pawn, and have a class where I can access the Rift tracking data directly. Then I can use this how ever I want. Is this possible at the moment, or will it be in the future?
    boone188Author
    Up and Coming
    May 16, 2013
    Thanks for helping on this one. This added ability will open up Rift development in UDK to more than just FPS. I want to be able to do loops on my roller coaster!
    Participant
    May 28, 2013
    Are there any news on the pitch/roll implementation? I don't have my rift yet, but I will need this feature for my project.
    Up and Coming
    May 28, 2013
    Nope, no news about anything (this, speedtree, scaleform, tracking)..............................
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    August 4, 2013
    Hi,

    I've had some luck changing pitch and yaw (didn't try roll) independent of head tracking.

    To decouple I did the following:

    - In my custom controller I overrided GetPlayerViewPoint() by copy and pasting from the PlayerController.uc implementation.
    - I removed the call to OC.UpdatePlayerViewPoint(self, out_Location, out_Rotation);. This is the line that couples the Controller to the head tracking.
    - Then where I want the head tracking information in it's own right (eg, in the Pawn or Controller) I create - A fake controller and a Ocuclus object.

    var PlayerController fakeController;
    var Oculus _OC;
    ....

    simulated event PostBeginPlay()
    {
    super.PostBeginPlay();
    fakeController=Spawn(class'PlayerController');
    _OC= new class'Oculus';
    }


    Then when I want head tracking information:


    _OC.UpdatePlayerViewPoint(fakeController, v, r);
    currentOCRotator = QuatToRotator(fakeController.CurHmdOrientation);
    previousOCRotator = QuatToRotator(fakeController.BaseHmdOrientation);


    I was able to use this in the game pawn's CalcCamera function to rotate the view independent of the pawn's movement.
    Unfortunately I'm doing an ant game and all hell broke loose while wall walking.

    Quaternion products were not working as expected so it's quite likely this hack is missing something.

    Additionally, debugging this without the console is insane.

    In UDKEngine.ini change bAllowEditor = True. This will let you use "Play from here" in the editor with the head tracker and therefore let you use `log for diagnostics. (UDKlift.exe editor -log)

    I apologize for typos, it's 1am and I need some sleep for work tomorrow!
    Bino http://www.reddit.com/r/SuperTeamOne/
    New Participant
    October 12, 2013
    Is this feature included in RC2 of OUDK? I've updated my project with the latest and still can't get pitch and roll to affect the Rift's view.
    New Participant
    October 23, 2013
    I hate to bump, but I really need this feature for my project. We're getting close to the point where we'll be blocked from progressing on the design side without this feature.
    Inspiring
    October 23, 2013
    Let me see if I can get an update on this issue.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV