When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during development, we run the Reset Orientation and Position node on the Player Pawn, the VR camera will forever be at floor-height.
Reparent the camera component in VR_Pawn to the root component instead of the sub-scene component seems to fix the issue.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34588 in the post.
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Component | UE - Platform - XR |
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Affects Versions | 4.11, 4.12.5, 4.13 |
Target Fix | 4.14 |
Release Commit | 3159180 |
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Created | Aug 12, 2016 |
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Resolved | Aug 16, 2016 |
Updated | Sep 16, 2019 |