When I press “play in VR”, the main editor window minimizes (extremely annoying) and when I go back nothing has updated. Everything is frozen. I don’t see what is happening in my game world at all. Why is that?
If I click on a blueprint, I do see an animated line for what is happening though…
I understand this is about debugging a VR experience. There are few things to note:
VR is very demanding and keeping the editor open in the background, showing the BP tracking/real-time debugging, really affects the performance of the experience. This is why it is minimized by default.
You are supposed to be wearing the headset anyway, unless you bypass the proximity sensor (at least for the Rift) hence you won’t see the computer screen anyway
Debugging in VR is better done with on-screen messages/log captures or using a Text Render component attached to your HMD/Hand, then setting its text as needed
This said, you can always bring back the editor and have a look at it, but you will note a significant hit on VR performance.
it usually plays in a new window, and this never caused severe performance issues for me. try creating a new vr blueprint based project and play there. if the issue remains, then you need to contact epic support. but most probably you’ve tweaked something, like forgot to set tracking origin in character. if the example works, compare, its got to be something simple
I think you misunderstood me. I am wondering how to do this in Unreal:
Look at that video. There is an editor view and a game view side by side, both running live, and the editor view is fully interactable while VR is running similar to Unreal’s simulate mode, but simulate mode doesn’t work with VR.
He is able to see exactly what objects have spawned in VR, where they are located, what their transforms currently are, etc. etc. In Unreal, I’m flying blind in VR unless I had a whole bunch of debug stuff, that I already have for free in the editor.
Hahaha, you can hear what you want, but that is not what I said!
Definitely there is something wrong with your setup, not sure what though. You can always summon the editor while playing in VR (or during any gameplay) and you will see what is happening in the underlying BP’s / world outliner (spawned actors etc.) You can also set BP breakpoints and inspect variables.
For what concerns debugging via log files, you may see it as 90’s, I see it as still very effective and this is what I teach my students as well. All post-mortem analysis and profiling relies on log files, there is no other way to do it. It happens too quickly anyway for you to catch it during a visual debugging session. So long-live log files!