I am using UE4 for a Gear VR project on the S7.
The reflections are visible in the editor and even in Oculus, but whenever I put the build on Gear VR, the object appears solid black. The object is in an exterior environment, with lighting baked into the diffuse texture. I have one dynamic directional with no shadows casting, a static skylight (I’ve also tried stationary skylight and static directional), and a sphere with an HDRI applied for the skydome.
I have resorted to testing this with a single sphere mesh and a material. There is nothing else in the scene, except the sky dome.
Diffuse - gray
Metallic - 1
Roughness - 0
I have tried using a sphere reflection capture actor with both “specified cubemaps” and “captured scene.” Both render black.
Screen Space Reflections are turned off in the rendering settings and in the post process volume.
I have also tried putting the cubemap into the material with a reflection vector, in both/either the base color and emissive nodes. It still renders black.
Mobile HDR is off.
Here are my android device profiles settings.
Does anyone have any ideas of what could be causing this?