Motion Controllers appear to be jittery if the actor is attached to another moving actor. The Motion controllers shake as the actor is forced to move as it it attached to another actor that is movin ...
The comment for LeapHandGrabbing( ) states grab strength is 0.5 when HandClosed( ) only returns true when grab strength is equal to 1.f. ...
Material Billboard components are only rendering in one eye with the 'Instanced Stereo' setting enabled in the Project Settings > Rendering menu. If instanced stereo is disabled, it renders as expe ...
ScreenSpace does not appear to work correctly when using Instance Stereo. The screen position used in the material appears to only be from one eye ...
Previously the game would crash (see: [Link Removed]), but the fix now keeps the game running without VR instead. ...
Android is failing to package when GoogleVR is enabledUATHelper: Packaging (Android (ATC)): UnrealBuildTool: BUILD FAILED UATHelper: Packaging (Android (ATC)): UnrealBuildTool: C:\NVPACK\android-sd ...
Projects using Open Level (blueprints) or ServerTravel (in C++) will crash the application once it's open on a device using Gear VR Mode. 10-05 18:01:46.451: A/art(19619): sart/runtime/check_jni.cc ...
4.13.1 has caused an issue where the volume can no longer be adjusted for a GoogleVR application. This is a regression of functionality in 4.13.0. Tested with build: Working: 4.13.0 Binary CL-310 ...
Leap motion hands cause Begin Overlap event on every tick in VR. Tested on Oculus, but might occur with Vive as well. ...