Has anybody used/played with the StereoStaticMesh component AND GearVR+s7? (on 4.16.1 + StereoPanoramic plugin turned on)
I have used the following technique with great success on the Vive:
Created new BP, add two StereoStaticMesh Components, renamed them each to know which is for the Left/Right eye, added a static mesh (in my case imported fbx sphere with inverted normals),
set the material for each Left/right eye and set the “Eye to render” respectively under ‘Sprite’.
Created 2 materials, each with L/R 360 spherical pano textures, basic emissive color, unlit. Lowered the res to 2x1k textures to be sure…
I’ve tried this BP in two GearVR projects, one based on c++ and one based on BP, neither of these would show this BP in the GearVR.
And again, this works perfectly in the Vive. So the StereoStaticMesh works great for this application, it just doesn’t seem to be translated to the GearVR correctly. Bug? Impossibility? Cretin?
Any help in the right direction (in fact; 360 stereo pano exports on GearVR?) would be great!