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Having multiple viewports open causes the wrong viewport to be rendered inside the headset.
Positional/Rotational tracking is still updating correctly in the preview window.
Closing the wrong viewport will fix the issue, and render the correct viewport.
Setup:
Tested using SteamVR/HTC Vive
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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
An error occurred while trying to generate project files !?
Installer 4.10 failed with error code R-1603
How does Character rotate in the current position in the blueprint?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30057 in the post.
0 |
Component | UE - Editor - Workflow Systems |
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Affects Versions | 4.12 |
Created | Apr 28, 2016 |
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Resolved | Mar 27, 2017 |
Updated | Jan 19, 2024 |