Line Trace and Gaze Detecting problem

Hey!

I have a VR, Quest 2 project with a gaze system… On preview… everything works flawlessly (it did work previously aswell on build) but in build and run… Only a few of the components that are hit, show their information…

Some work, others don’t… And the ones that work and dont work, sometimes change when i do any changes and build the project again.

So, i do know it works… but why aren’t they working as intended?

Here’s my BP, that is running on tick in my VR_PAWN blueprint.


After gattering and filtering the string information, knwoing what the level is, i separate to a different switch on string.

For the first output

for the second output

and the third

Note: this system does work as it should on preview, without any problems… but on standalone, only a few of them work…

They’re all setup the same, so I can’t seem to figure out why they wouldn’t work.

Hope someone can understand it better than me ahahha

Not exactly sure what the problem is, but I noticed you are using display name and that one might work a bit differently in built projects: Get Display Name | Unreal Engine Documentation
it might be better to have custom labeling system.

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Hey!

Yes, I printed what my gaze system was catching… and it shows different names for the same objects in preview and int he build…

So, the solution was to use a “contain” node… where I get the display name info, and if it contains a specific word (in this case, the name of the object that is normally correct somewhere) and it works flawlessly.

But thanks! It did help me udnerstand the problem! You rock!

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