Alembic hair doesn't render in the right eye in VR. A demonstration project can be found [Link Removed]. NOTE: The hair is rendered as an overlay in other editor previews (skeletal mesh, Physics). ...
VR Notification events do not appear to fire. In the given test using HMD Put On Head Delegate the event does not appear to fire off when the user puts on the headset. This appears to happen with al ...
If a post process volume is set to use a material shader, reducing the screen percentage while in VR Preview will shift the coordinates left/right. ...
If the user inputs the command "hmddbg showcamera on" via a command line input then the editor will crash when exiting out of VR Mode. ...
Performance issues when a Render target is added to Spectator screen (VR) in a packaged game ...
When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...
None of the Spectator Screen Mode commands are changing the active SpectatorScreenMode in VR Mode on Windows Mixed Reality headsets. This same setup modifies SpectatorScreenMode on Oculus, Vive, and ...
Depth buffer corruption/artifacts when using VR with certain AMD GPUs Tested with Oculus DK2, User reports with Oculus Rift ...
Ensure condition failed: Lhs.CurrentNum == Lhs.InitialNum [Link Removed] [Line: 197] Array has changed during ranged-for iteration! Ensure occurs after dragging in multiple cameras into the world i ...
Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...