Screen tearing with ARKit enabled applications

UE - Platform - XR - Oct 9, 2019

Screen tearing occurs when navigating the device around the AR space. ...

SteamVR - Packaged project does not scale to monitor bounds

UE - Platform - XR - Oct 4, 2019

Packaged projects will not match monitor resolution when SteamVR is being used. STEAMVR 1.7.15 used ...

Stereo layers with depth render translucency as black on Oculus Quest

UE - Platform - XR - Sep 27, 2019

[Link Removed] ...

Vive - Motion Controller Component - Active Scene Capture causes 'Low Latency Update' lag

UE - Platform - XR - Sep 18, 2019

When a scene capture is active, attachment will lag behind parent. (Similar to [Link Removed] ) ...

Project Settings -> Plugins:OculusVR section not appearing for users without Oculus Software

UE - Platform - XR - Sep 16, 2019

Users (Oculus Quest) who have never installed Oculus store/software, are no longer seeing OculusVR plugin settings in 4.23. Confirmed in 4.24 MAIN at CL 8506911 ...

Widget component appears blurring when using a Vive with Temporal AA

UE - Platform - XR - Sep 6, 2019

When using the Vive and the Anti-Aliasing Method of "Temporal AA" Widget components appear blurry during movement. ...

OVR Metrics Tool reporting a memory leak for Oculus Quest

UE - Platform - XR - Sep 5, 2019

The quest appear to have a memory leak. This can be shown when using the OVR Metric tool. When launching an app onto the device it appears that he memory usage goes up every 20 seconds or so. ...

Post process in Right eye misaligned on PSVR when using vr.PixelDensity greater then 1

UE - Platform - XR - Sep 5, 2019

When changing the pixel density for PSVR it appears that some post processes shift slightly in the Right eye ...

Vive - PIEVR 'Set World To Meters Scale'

UE - Platform - XR - Sep 4, 2019

Foward Instanced Stereo Rendering draws decals differently between eyes in VR

UE - Platform - XR - Aug 22, 2019

When using the Desktop Forward Renderer and Instanced Stereo Rendering, draws static meshes with decal materials applied differently between eyes in VR. Tested on Oculus, probably not specific to O ...