4.22 - When PIEVR - If no other editor tabs are open, Hands scale much larger than expected and Jitter. If any other editor tabs are open, motion controllers are not visible.
4.23 - Hand remains small and is scaled from an offset. (After adding a MotionController component directly to the pawn and enabling 'Display Device Model', the device model scales as expected only when no other tabs are open.)
Hands scale as expected on Oculus. (4.22 and 4.23)
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Update: Alternate Logic (attached pic)
Hands remain large when other tabs are open. (Not LevelBP tab though, a Blueprint tab would work)
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Update: Additional repro - HMD Location
Set World to Meters 'New Scale' to 1000
Compare PIE to PIE with a blueprint tab open. (Move head location from left to right)
When PIE with a blueprint tab open you will get the sensation that the world is moving beneath you.
I am not able to find world outliner how to enable it?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - Platform - XR |
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Affects Versions | 4.22 |
Target Fix | 5.0 |
Created | Sep 4, 2019 |
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Resolved | Jan 8, 2022 |
Updated | Feb 4, 2022 |