UDKOSC and Oculus Rift
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Head bone HMD tracking example from https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=936
/*
GetViewRotation
always match the camera to the rotation of the eye socket
*/
simulated event rotator GetViewRotation()
{
local vector out_Loc;
local rotator out_Rot;
if (EyeSocket == )
return Super.GetViewRotation();
Mesh.GetSocketWorldLocationAndRotation(EyeSocket, out_Loc, out_Rot);
return out_Rot;
}
//function to aim the head where the player looks
exec function LookAt(int p, int y, int r)
{
local SkelControlSingleBone HeadControl;
local Rotator APlace;
APlace.Pitch = p;
APlace.Yaw = y;
APlace.Roll = r;
HeadControl = SkelControlSingleBone(Mesh.FindSkelControl('HeadControl'));
HeadControl.bApplyRotation = true;
HeadControl.SetSkelControlStrength(1.0, 0.5);
HeadControl.BlendInTime = 5.0;
HeadControl.bAddRotation = true;
HeadControl.BoneRotation = APlace;
}
Installation basics: 1) Download the new UDK from the Oculus Developer site. 2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course) 3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True 4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now). 5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).