Frustrated. Position Tracking in UE 4.4
I finally get the ****ing camera to stay on when I launch my game by adding the line
to my game. I have no idea why this isn't on by default, but hey, at least I found this. But of course, this causes a new problem, my character's camera mysteriously detaches from its socket and begins wiggling around, almost as if the position of the rift is being applied to it without my ever having told it to.
Can somebody please tell me what the positional equivalent of
is?
One would think bFollowHmdPosition would be the logical way to name it, but this does not seem to exist. Intellisense is not picking up anything else in PlayerCameraManage with HMD in it. In fact, I looked through the source and I can't find anywhere it seems to be pulling position data from, so I am totally lost on this.
GEngine->HMDDevice->EnablePositionalTracking(true);
to my game. I have no idea why this isn't on by default, but hey, at least I found this. But of course, this causes a new problem, my character's camera mysteriously detaches from its socket and begins wiggling around, almost as if the position of the rift is being applied to it without my ever having told it to.
Can somebody please tell me what the positional equivalent of
PlayerCameraManager -> bFollowHmdOrientation = false;
is?
One would think bFollowHmdPosition would be the logical way to name it, but this does not seem to exist. Intellisense is not picking up anything else in PlayerCameraManage with HMD in it. In fact, I looked through the source and I can't find anywhere it seems to be pulling position data from, so I am totally lost on this.
