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Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center from the right.
1. Open UE4 Editor (FPS Template)
2. Add code to project based on PlayerController (MyPCClass)
3. in MyPCClass add the following to the .h file:
UFUNCTION(BlueprintCallable, Category="MyController") void MouseTrace(const FVector2D& mouse, float endOffset, FHitResult& hit);
4. In MyPCClass add the following to the .cpp file:
void AMyController::MouseTrace(const FVector2D & mouse, float endOffset, FHitResult & hit) { FVector start; FVector end; FVector direction; DeprojectScreenPositionToWorld(mouse.X, mouse.Y, start, direction); end = start + (direction * endOffset); TArray<AActor *> arrayActors; UKismetSystemLibrary::LineTraceSingle_NEW(this, start, end, UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Visibility), false, arrayActors, EDrawDebugTrace::Type::ForOneFrame, hit, false); }
5. Compile
6. Create a BP based on MyPCClass (MyPCBP)
7. Wire MouseTrace function to fire on tick
8. Set game mode to use MyPCBP
9. Run in VR mode
Result:
the line trace will show up coming from the right of the shoulder rather than from the center of the screen.
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0 |
Component | UE - Platform - XR |
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Affects Versions | 4.7.6, 4.8 |
Created | May 6, 2015 |
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Resolved | Apr 3, 2017 |
Updated | Sep 16, 2019 |