Unable to pause Camera Shake if Google VR plugin is enabled. Everything pauses correctly if the Google VR plugin is disabled.
Unable to test in Main due to blocker with enabling Google VR plugin.
User Description:
Hi, in our game we are making use of the PlayWorldCameraShake functionality. At the moment we have an issue where the camera shake will continue to play even when the player pauses the game. Ideally we'd like a way to be able to pause the camera from shaking when the player pauses the game, then to resume the shake from where it left off when the game is resumed. Does anyone have any idea of how to do this, or if it's even possible using the PlayWorldCameraShake functionality?
I should have mentioned in my question that this is for a google daydream project - though the behaviour does reproduce in editor. I've been able to repro it in a fresh, very basic project - just the bare essentials of a google daydream project
Results: The camera shake will not pause with the rest of the game
Expected: For the camera shake to pause and then resume once the game is unpaused (This is the behavior when the Google VR plugin is disabled)
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46384 in the post.
0 |
Component | UE - Platform - XR |
---|---|
Affects Versions | 4.15.3, 4.16.1 |
Target Fix | 4.18 |
Created | Jun 22, 2017 |
---|---|
Resolved | Sep 15, 2017 |
Updated | Sep 16, 2019 |