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How vr camera transform gets applied

void UCameraComponent::GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView)

[5:52]

in there

[5:53]

force the scale to 1, or the inverse of your actor’s scale

[5:53]

usually that case is handle through world to meters scale

[5:53]

are you modifying that at all?

[5:53]

because that would be the other path

[5:54]

modifying w2m with the scale of the actor

[5:54]

which is easier

[5:54]

that would scale the IPD

[5:54]

and the camera’s motion

[5:54]

so if you’re scaling up your actor 2x, scale the world to meters scale 2x as well

so is GetCameraView() where the actual viewmatrix gets calculated?

epicnick [6:07 PM]#

don’t have the code open at the moment, but it grabs the view matrices twice

[6:07]

the head pose is used to update the cameracomponent in the function i pasted above, that gets the gross movement

[6:07]

and then CalculateStereoViewOffset gets the offsets per eye

[6:08]

and the view matrices are updated again in PreRenderViewFamily_RenderThread

[6:08]

and updated per eye in PreRenderView_RenderThread


Last update: November 14, 2019