[UE 4.5.1] Decoupled mode has wrong translation ?
I've implemented the decoupling of look and movement rotation as described in the UE4 Wiki.
https://wiki.unrealengine.com/Oculus_Rift_Separate_View
However the HMD tracked offset/translation does not respect this and now positions itself as if I'm always looking along the World-X (eg Zero rotation). (does bUpdateOnRT=false actually do anything anymore on 4.5.1 ? )
How can I take control over the offset that is being applied on my camera to rotate it with the character orientation so that offsets are correct ? I must be missing something ?
From what I can see all the action happens in: FOculusRiftHMD::CalculateStereoViewOffset
https://wiki.unrealengine.com/Oculus_Rift_Separate_View
However the HMD tracked offset/translation does not respect this and now positions itself as if I'm always looking along the World-X (eg Zero rotation). (does bUpdateOnRT=false actually do anything anymore on 4.5.1 ? )
How can I take control over the offset that is being applied on my camera to rotate it with the character orientation so that offsets are correct ? I must be missing something ?
From what I can see all the action happens in: FOculusRiftHMD::CalculateStereoViewOffset
