Hi there, firstly I just wanted to say how incredible capsule shadows are, I feel greedy for even reporting the bug since they’re so amazing, seriously. My deepest gratitude for these features! Oh and thank you for lighting channels! <3
Anyway let me try to describe the problem (since I don’t know how/if I can take screenshots of what the HMD sees):
When looking at a capsule shadow in VR from extremely close up, everything looks great but as I move away, each eye starts seeing a differing amount of the same shadow ‘eroding’ away as distance is increased causing visual discomfort; it’s almost as if there is a stair-stepped ‘edge wipe’ transition happening to the shadow from right-to-left for the left eye view and from left-to-right in the right eye view, and the amount of ‘wiping’ that it does is tied to how far I am from the shadow itself; moving more than probably 10m away and the shadow is gone completely in VR. With some crappy Photoshopping I’ve tried to illustrate what it looks like in the left and right eye view respectively when positioned a few meters away from the shadow:
Managed to reproduce it easily in a clean project using an Infiltrator mesh from Showdown (no blueprints), here were my steps:
Create new project (4.11.1, empty, sky w/plane)
Open Showdown VR Demo 4.11:
Migrate SK_Infiltrator mesh, skeleton and physics asset to new project
In new project: Open SK_Infiltrator mesh, under Details>Physics>Physics Asset select SK>Infiltrator_PhysicsAsset and do the same thing again just below for Lighting>Shadow Physics Asset
Save Asset
Drag SK_Infiltrator mesh into the scene
In Details panel for SK_Infiltrator go to Lighting>(down arrow to expand)>Capsule Direct Shadow
*Direct and Indirect seem to both exhibit the same issue
The shadow should appear just fine in the viewport but in VR preview on my Rift I see the same issues from the screenshots on my rig (Win8.1, i7 4790k, 970).
Appears as though there is no issue on DK2 or at least on my friend’s 960 rig on 4.11.1, capsule shadows appeared properly so the problem looks specific to consumer Oculus Rift (CV1) at least, no change with latest 4.11.2 hotfix.
Thank you for the additional information. However, I was unable to reproduce this issue on our end. Would it be possible for you to provide the sample project that you are seeing this issue with? This will insure that we are on the same page.
We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
I was able to reproduce this issue on our end. I have written up a report ( UE-30374) and I have submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
If this helps our QA team is also reporting this bug when using the Pre. You need to stand between 3-10 meters away from the actor utilizing the capsule shadows and it is more apparent if you close either your right or left eye. Also, the shadows completely disappear in our project once your are ~10 meters away as mentioned above.
Thank you so much for your attention on this Rudy! Thanks also Cameron, Mario and Norman for contributing. And of course whoever managed to fix the bug, thank you especially! <3