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Up and Coming
September 7, 2014

Head offset

G'day,

DK2 arrived and I have been mucking around with it and the latest UE4 binary build and have come across a little problem - the head offset.

At the moment, impossible to aim correctly while wearing a Rift. Its offsets the location of the camera after it has been adjusted in-game to line up with the weapon sights correctly.

In earlier versions of the Oculus Plugin, you could control the head offset via a config variable:
[Oculus.Settings]
HeadModel_v2=(X=0.0,Y=0,Z=0.0)


In the latest version, this is no longer the case.
Needless to say, this is very frustrating.

This has been mentioned before, but I'll say it too - I don't want anything to be done automatically for me.

Please give game developers the control needed to make the best possible experiences.

Thank you.
    This topic has been closed for replies.

    42 replies

    Up and Coming
    December 25, 2014
    "artyom17" wrote:
    Here what I have prototyped so far:...
    ...
    What do you guys think? Let me know. Once everything works, I could share these changes via github through an experimental branch.


    Sounds good.
    Yet another reason for me to switch to (and stick with) builds based of GitHub rather than binary builds.
    Thank you for your efforts.
    Have a good one.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    Up and Coming
    January 12, 2015
    FYI: I've created a separate topic to discuss proposed changes: viewtopic.php?f=60&t=19145