Additional Info From User: Result: Vsync will get turned off by FSteamVRHMD::Startup() setting a global console variable, regardless of your project configuration. Expected: Vsync is only deacti ...
VR InputAction returns wrong Key. Did not reproduce with Rift Confirmed in 4.26 MAIN @ CL 11451261 ...
Vertex Fogging setting causes skybox material on large skybox mesh to not be rendered. Confirmation for 4.25 blocked by [Link Removed] ...
Blueprint node 'Get Input Key Time Down' does not reflect new inputs created during VR input refactor. Workaround: Promote Key to variable Confirmed in 4.25 MAIN @ CL 11289608 ...
VR PIE output no longer resizes when window is scaled. Confirmed with Rift and Vive Confirmed in 4.25 MAIN @ CL 11196267 ...
Platform-specific input for pad axis in 4.24 leads to missing value in VIVE. in 4.23.1 this is not reproduced. ...
MSAA is not applied to masked textures/materials. Testing blocked in MAIN 4.25 @ CL 11144351 by [Link Removed] ...
If Metal Desktop Renderer and Metal v2.1 are both active, the AR passthrough camera renders as black. Issue not observed if only 'Metal Desktop Renderer' or 'Metal 2.1' is selected Issue not obs ...
Planar reflections notably lower performance in packaged VR project. Linked is an example project and an example package. [Link Removed]. This was tested on a Vive Pro and Oculus Rift(not Rift S). ...
On first launch of an AR app with Android the camera passthrough will render black. This also happens if an app is minimized and re-opened. This will not repro if there is no candidate image assign ...