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 ...
Get VR Focus State will cause a crash if used without a HMD device on ...
Enabling Light Shaft Occlusion causes exponential height fog to render incorrectly at certain viewing angles in stereoscopic. This does not reproduce once light shaft occlusion is turned off on the ...
The current version of the oculus audio SDK fails to initialize for some clients. We haven't been able to reproduce the problem internally but we're told from Oculus that updating the SDK will fix t ...
Error message: Access violation - code c0000005 (first/second chance not available) Source Context: 2707 { 2708 FScopeCycleCounterUObject ComponentScope(Target); 2709 FScopeC ...
It seems like if OSVR_Server is not launched prior to opening the editor, vr-preview functionality will not work (even though the editor starts OSVR_Server at launch). Seems like server must be open ...
Two of the maps in the linked user project are not rendering in stereo while using the Vive headset. The user is experiencing gaps appearing in the scene. It may also be important to note that thi ...