Pawn Aim Offset, Head Rotation and HMD
Hello everyone.
So here's the deal,
I have a full custom pawn with a first person camera attached to a socket on the head bone.
As you know in UDK to have the pawn mesh animating to where you aim, there are animation frames inside (K_AnimHuman_AimOffset, and "Idle_Ready_Red_RU" for example)
These are 1 frame per look direction (8 total)
When you mouse aim, the animation (set in AnimTree) will blend to match your aim.
Before the Rift, I had this, perfectly working, so as they say a "True 1st person view"
-----
As you know also the rift camera take over everything so you can spin the HMD 360 all axis.
-----
Here is my problem :
The anim offset are still working, the HMD is attached to the Eye socket but looking around with the HMD doesn't propagate to the AimOffset Animation.
So I still can AimOffset with the mouse or the pad (I am using the pawn shadow to check that)
>I cannot make the aimOffset take the rift orientation
>I cannot match the mesh head with the rift.
(turning the rift doesn't turn the mesh head)
I am guessing I have to deal with the Oculus class "final native function UpdatePlayerViewPoint"
But I don't know how to do it and it's a native function so I don't know how to view it's code to learn from it.
Did anyone managed to do that ?
If yes I'll be happy to learn from you. ^_^
Merci
So here's the deal,
I have a full custom pawn with a first person camera attached to a socket on the head bone.
As you know in UDK to have the pawn mesh animating to where you aim, there are animation frames inside (K_AnimHuman_AimOffset, and "Idle_Ready_Red_RU" for example)
These are 1 frame per look direction (8 total)
When you mouse aim, the animation (set in AnimTree) will blend to match your aim.
Before the Rift, I had this, perfectly working, so as they say a "True 1st person view"
-----
As you know also the rift camera take over everything so you can spin the HMD 360 all axis.
-----
Here is my problem :
The anim offset are still working, the HMD is attached to the Eye socket but looking around with the HMD doesn't propagate to the AimOffset Animation.
So I still can AimOffset with the mouse or the pad (I am using the pawn shadow to check that)
>I cannot make the aimOffset take the rift orientation
>I cannot match the mesh head with the rift.
(turning the rift doesn't turn the mesh head)
I am guessing I have to deal with the Oculus class "final native function UpdatePlayerViewPoint"
But I don't know how to do it and it's a native function so I don't know how to view it's code to learn from it.
Did anyone managed to do that ?
If yes I'll be happy to learn from you. ^_^
Merci
