Hi,
I’m currently using UE 5.6 (with the expectation of a potential Polyarc branch based on 5.6 so sticking to that for now) but the I’ve tested and all the issues (except the Xcode one) are also in 5.7 as well. This is on visionOS 26.2. Overall the VisionOS experience is a bit rough in that the only way to test properly is to package and deploy a 400MB+ binary to the headset each time. But that is minor, here are some collected issues and I’m hoping others have suggestions or solutions for them. I’m using the mobile forward renderer but have tried deferred as well and that is even more broken. These are all issues I’ve tested just fine on PC using the same render path:
- No anti-aliasing at all: MSAA renders everything fully black, SMAA in 5.7 renders only one eye and the other only shows the skybox and maybe a small bit of some of the ground. Everything is quite pixelated. I can’t even tell if FXAA works, feels like it is off as well if used.
- Anti-aliasing can’t be changed at runtime (using blueprints to cycle through all types just to see if anything works)
- vr.PixelDensity seems to have no effect at runtime (or build time using the project settings)
- hitting the home button then re-opening the app just breaks rendering (and may crash it)
- LOD is very odd and I’m unable to find a setting that renders some of my objects with the same distance settings as on PC, the current level is simple enough that it shouldn’t be an issue but some of the stylized trees and shrubs from the marketplace that render for a longer distance on PC turn into billboards really quickly and I can’t tell exactly how to adjust that at all (played with may different LOD settings at runtime and build time to no effect)
- light baking doesn’t work on 5.6 or 5.7 on the Mac, I need to build everything on the PC and then sync the project over
- minor: are there any suggestions to get world-space UMG components to render more sharply rather than be composed with the regular scene? it isn’t terrible to have this text be pixelated and understandable since this is a game, but it is night-and-day from the super-sharp system-rendered visionOS text for sure. Any recommendations here that work would be amazing!
- minor: the Xcode version for 5.6.1 doesn’t support the latest Xcode (I see that was fixed in the branch but not released as a 5.6.2) so I had to edit files to allow that to work, fortunately that is an option that is available so less of an issue
I would love to know if any of these are known issues, I’ve filed but reports for a bunch of these (Case #’s: 23015897, 23016017, 23024010 and 23125713) but wanted to bring attention to this more broadly. I love working in Unreal Engine but if these and other platform issues aren’t resolved and either aren’t known or planned on being worked on b/c the platform isn’t a priority, then it will make it really hard to release on the platform using UE5. Already things look great and it is quite satisfying playing on the headset with a controller and seeing things work at 90hz (haven’t tried 120hz yet) but without the layers of polish needed it is hard.
If you have any information @VictorLerp or suggestions on who to reach out to with samples that would be great!