Left and Right eye render Ambient Occlusion differently

UE - Platform - XR - Jan 18, 2019

Ambient Occlusion appears to render differently in each eye when using the oculus rift. This give the user a cross eyed feeling ...

ARCore fails to package due to permission error with ARKit enabled

UE - Platform - XR - Jan 17, 2019

When using the handheld AR template and trying to package for ARCore, the package or launch on attempt will fail due to some permissions errors with Apple. If ARKit is disabled the editor will lock ...

Race condition in the late update manager

UE - Platform - XR - Jan 7, 2019

https://udn.unrealengine.com/questions/476212/race-condition-in-lateupdatemanager.html In short, the trick storing a pointer to the packed index of the primitive does not work as it is simply a p ...

Fix log spam when using a vive wireless adpater

UE - Platform - XR - Dec 19, 2018

We need to handle TrackedDeviceClass_DisplayRedirect as a valid device in SteamVRController.cpp ...

WMR: Crash in VR Edit Mode

UE - Platform - XR - Dec 19, 2018

Editor crashes when entering VR Edit Mode with WMR HMD ...

Get HMD Worn State does not appear to working as expected for HTC Vive

UE - Platform - XR - Dec 3, 2018

The Get HMD worn State does not update the worn state when the headset is put on/taken off. Rather it only updates when the headset sleeps or wakes ups. This means that the headset can be taken off/ ...

Simple HMD VR preview left eye color issue

UE - Platform - XR - Nov 21, 2018

The left view in simple hmd (when no HMD is in use) will appear different from the right. All assets in the left view will appear one color (example image attached). ...

WMR native plugin trigger axis not working

UE - Platform - XR - Nov 19, 2018

We are testing the new Windows Mixed Reality native support and have found that the trigger mapping to a button is working, but the trigger mapping to an axis is not, i.e. the event MotionController ...

MagicLeap Crash on Preview

UE - Platform - XR - Nov 16, 2018

The magic leap crashes on preview ...

Volumetric Fog Renders incorrectly in the right eye for Oculus when Instance stereo is enabled

UE - Platform - XR - Nov 14, 2018

Volumectric Fog causes Actors to render differently in each eye when instanced stereo in enabled. The left eye appears to render the scene correctly while the right appears to render the actors in t ...