Can anyone point me in the right direction to determining a cause/solution to why (specifically) in my game part of the render target buffer isn’t being cleared in VR Preview mode. (See image)
All looks good when not using the Rift.
My game was created based upon the FPS C++ example many versions ago, and worryingly, if I create a fresh FPS C++ example directly in 4.9 I don’t see the same issue on the Rift, likewise the Showdown example is fine also… I don’t fancy the prospect of a complete project rebuild!
I’m using UE4.9, Windows 10, Rift SDK 0.7 with the appropriate NVidia driver.
I’m hoping I’ve missed tweaking a setting somewhere, but I’ve been through everything I can think off comparing my settings to a default FPS example, can’t find any clues.
OK, so after a few days of trial and error, I’ve been able to determine the above problem was caused by adding a Widget to the Viewport. I guess this might be documented somewhere as a known issue? I’ll have to do a specific search.
Now that I can see properly, I’ve noticed I’m getting constant judder under 4.9, in areas that updated smoothly in 4.8, again I’ll do more searching.
Oh I have the same issue. Is there a particular widget class that’s not compatible or will any widget on screen cause this? We have hundreds of em on the screen it would help if I knew what’s causing this precisely… BTW, I noticed with hmd sp et to 100 that this problem doesn’t occur.
That’s interesting about the hmd setting…
I’d assume the issue is regardless of widget class, but haven’t tested for this.
If you launch in a standalone game window, and alt+enter to send the game to the rift, Widgets don’t cause the same problem, so I’m not worried about this for now. I’m sure it’ll be resolved eventually and only happens in editor.