![]() What I ended up doing in the end was something similar to the cameracrain setup that's in Unreal. It does render, it just won't work in composure. The second example does this but the camera won't be recognized by composure because composure only recognizes camera actors and not camera components. There is no way to rearrange things so the camera is a child of the motion controller, so the only way to move the camera is to have a blueprint which grabs the position from the motion controller and copies it to the camera. There are a couple of issues with this.in your first example the motion controller is a child of the scene component, so it does not move the camera. Includes support for named MotionSources which correspond to the SteamVR tracker roles, both we hope could help make working with trackers easier in Unreal. In saying this, for 4.26, we are also looking at bringing back LiveLink support and also our Pull Request for 4.25 (some had to be pushed to 4.26 due to timing): This is typically how you would grab textures for a custom 3rd person Spectator screen in VR for instance: Similar, custom UE Actors should also be able to hold both MotionController and Camera components and cameras should still render properly: The Camera Actor in UE should be able to hold a MotionController component however: It would make things much easier to understand.Īnyone know if there is a way to do this?īoth the Marketplace (UE 4.15-4.23) and the integrated version (UE4.24 and above), uses the input system and DeviceIDs arent floated up to Blueprint nor used in the code. If I could get which deviceID is associated with a role or with "Special_1" I could use GetTrackedDevicePositionandOrientation inside each camera actor and make each camera self-contained. I get a lot of questions from people that don't understand how this works, so I would like to simplify it. So I have to read the motion controller in some other actor (like the PlayerController) and then copy it into the Camera Actor. Camera Actors seem to be setup so they can't use the "motion controller" component. The main reason for wanting to do this is that unreal's compositor will not recognize a "Camera Component" inside some user created asset, it only recognizes a "Camera Actor". Is there some way to do this (preferably in blueprints) that I have missed? ![]() ![]() The deviceID mapping seems to change on every startup based on the order you turn on your trackers. I have been able to find info that says the role "camera" is mapped to "Special_1" but can't find any way to get the deviceID associated with the role "camera" or "Special_1". The problem is I can't find any way in blueprints of finding out which tracker is attached to which deviceID. I am doing a Virtual Production template where I would really like to use blueprint GetTrackedDevicePositionandOrientation to get the transform of the trackers on my cameras.
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