I’m also having this issue with my N910U.
Has anyone been able get this working on Exynos?
EDIT: Found support thread @ Exynos GearVR Support - XR Development - Epic Developer Community Forums
Seems to be working fine on Lollipop.
I’m also having this issue with my N910U.
Has anyone been able get this working on Exynos?
EDIT: Found support thread @ Exynos GearVR Support - XR Development - Epic Developer Community Forums
Seems to be working fine on Lollipop.
Hi all,
Not so much to address anyone’s specific problems but just to mention in general, we have new VR documentation that might help. Good luck!
Hi all,
I have manage to build and run on the GearVR, but all the meshes display black, almost as if the textures are not loaded. Any ideas?
Thnx.
First thing that comes to mind is whether the textures are larger than 2048x2048 or not a power of 2 (i.e. 256, 512, 1024, etc.)? The Note 4 can only handle texture sizes in powers of 2 up to a maximum of 2048.
GearVR Best Practices: Texture Considerations
Not sure if that’s it as I’m figuring all of this out too, yet hope it helps if so.
Thank you, I have both textures above the 2048x2048 and also not a power of 2, should have paid more attention to that. Will try to see if changing those will help and post back the result. I was thinking high resolution textures would produce better results
Has anyone had any luck with increasing the screen percentage past 100%?
Hi just wondering, must i get the 4.7 version from github or can i just use the one i installed using the UE4 Client for this to work?
Latest UE4.8 preview is ‘working’ for me as in you’ll be able to get your export working on your device - however both versions still have a lot of issues unfortunately … The 4.8 preview still has not included alot of the GearVR fixes that should be there …
Does anyone have a Gear VR project example that actually runs well in UE4?
The google drive link is a pretty simple example showing the different lighting techniques in an environment where the settings are optimized for GearVR that I started with for my project
hi all, i tried the youtube tutorial and used the advance vehicle template, the split screen renders correctly but the game does not track the head movement and rotate the camera accordingly. I used the same method on the flying template and my own game but the splitscreen only renders on the left side and the right side it renders my ui. Is there any setting i need to make on the camera for the vr to work properly? The first person template works fine but the first person template words only renders on the right side.
Hi everyone!
So I have got my project running on the Gear with a DS4 controller! So happy!
Now I have totally nerfed the game in order to get some more FPS. But even with basically nothing running on event tick, loads of post-processing turned off or down, screen percentage reduced and no AA I still cant get any good frame rate unless I am stood still, then everything is perfect (which is no good for this game).
As a test I created the FPS template and did nothing except for increase the walk speed. This is basically giving me the same results as my game. Really low frame rate.
Has anyone managed to get a moving character with good frame-rate yet?
I also have another issue where some reflections are not shown properly in the left eye has anyone else had anything similar?
Build with latest 4.7.
I am using 4.8 from github and s6 GearVR. Both views are squashed into the left eye with right eye being black. Please help
Just a little update! I have actually got the game running really smooth on the GearVR with Galaxy S6. Current build is on 4.7. Got AA on there and everything!
The main isssue I had was materials (And a little post processing).
Make sure materials are set to unlit rather than lit.
Can not believe how well it runs now. So HAPPY!
@: Same issue here! Creating a new c++ project worked though. Are you using a blueprint project?
Edit: ok, found in another thread that this seems to be linked to mobile HDR, disabling it should fix the problem.
Hi Luis, i am on a Mac/Unreal 4.9.2 set up and there is no build/android/java/asset/ directory,only engine, with nonoe of these other options available… Im wondering if there is somewhere it can be placed? Thanks so much, really struggling with mac/ pc information… thanks ell
You need to create that folder yourself where the OSIG file is placed - without doing that your app will goto Oculus home after inserting in the tray