Hey Mordentral, have you thought about implementing a way to load a custom SteamVR skybox? It seems like this is the way to do it in C++:
Quoted from: https://forums.unrealengine.com/show...ion-of-SteamVR
"I was just looking into this recently. You can do it in C++:
Code:
/** Override the skybox used in the compositor (e.g. for during level loads when the app can't feed scene images fast enough)
* Order is Front, Back, Left, Right, Top, Bottom. If only a single texture is passed, it is assumed in lat-long format.
If two are passed, it is assumed a lat-long stereo pair. /
virtual EVRCompositorError SetSkyboxOverride( VR_ARRAY_COUNT( unTextureCount ) const Texture_t *pTextures, uint32_t unTextureCount ) = 0;
/* Resets compositor skybox back to defaults. /
virtual void ClearSkyboxOverride() = 0;
https://github.com/ValveSoftware/ope...aders/openvr.h"
Edit: Thanks for implementing GrippableSkeletalMeshComponent.cpp!
Quoted from: https://forums.unrealengine.com/show...ion-of-SteamVR
"I was just looking into this recently. You can do it in C++:
Code:
/** Override the skybox used in the compositor (e.g. for during level loads when the app can't feed scene images fast enough)
* Order is Front, Back, Left, Right, Top, Bottom. If only a single texture is passed, it is assumed in lat-long format.
If two are passed, it is assumed a lat-long stereo pair. /
virtual EVRCompositorError SetSkyboxOverride( VR_ARRAY_COUNT( unTextureCount ) const Texture_t *pTextures, uint32_t unTextureCount ) = 0;
/* Resets compositor skybox back to defaults. /
virtual void ClearSkyboxOverride() = 0;
https://github.com/ValveSoftware/ope...aders/openvr.h"
Edit: Thanks for implementing GrippableSkeletalMeshComponent.cpp!
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