How To Implement An "swinging arm" or "running in place" Locomotion System
Hi, I want to use UE4 to build a “jogging in place” locomotion system. Could anyone please let me know where to start learning how to do this? There is a "swinging arm" locomotion blueprint example provided in the ue4 oculus fork. I was thinking of using that to expand on, but I can't find the actual source code, so I don't know how they implemented it. Mainly, how did they deal with capuring the pysical motions of the controller/hmd, such as accelleration?
I’m very familiar with coding; and I bought a few ue4 c++ courses on Udemy that were geared towards VR development such as the following: https://www.udemy.com/course/unrealvr/
But all of these tutorials simply demonstrate how to implement a teleportation system and nothing else. Could someone provide me with some insight on how to implement this system in ue4?
Thanks.
