If "Disable low latency update" is set to false for vive controllers a line trace appears to lag behind the mesh of the vive controller. This makes it so that the line trace appears to bound and lag ...
If the user uses a draw material simple in the HUD blueprint and then boots up VR the material appears to be offset. In this case the material is supposed to be fullscreen. However, it only covers a ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: IsInGameThread() [Link Removed] [Line: 1047] Source Context ...
[NickW] SteamVR uses HMD Mirror, but this should fail more gracefully Not sure if this is supported for vive, but it puts the user in a state where they can't undo the command (or change back to a ...
Packaging for iOS fails in Binary builds if the Google VR plugins are enabled. This does not occur in source builds. ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...
Workaround: Got to camera component, and disable "Auto Activate" and go to Class defaults and set "eye height" to 0... works for the project attached (to compare lag vs no lag) but its not a workar ...
Add a new Project Setting to attempt to launch project in VR by default (e.g. check this setting OR -vr in the UEngine::InitializeHMDDevices() function ...
If the user tries to use split screen in the editor along with VR preview, the editor will crash ...
Running PIE while using the "Enable HMD" node with a Vive connected, causes mouse to become offset ...