Despite the fix described in Unreal Engine Issues and Bug Tracker (UE-75839) still seeing the black texture outcome in UE V4.26.1 on an Oculus Quest 2 specifically. Disabling Mobile Multi-View causes the scene capture to work as expected. Is there a way to re-open that ticket? I’m not sure what other information I could provide, but happy to talk it out with anyone who can address the problem. Thanks!
Scene Capture 2D to Render Target does not appear to work on Oculus Quest 2 with Mobile Multi-View enabled
Hi, I have a similar issue. I can’t draw anathing into a render target when multi-view is enabled on Oculus Quest. Did you find any solution for this?
I believe I am having the same problem, although my version is 4.25.4 and the link says the affected versions for 4.25 was only 4.25.3
I managed to make it work.
Hardware: Oculus Quest 2
Engine: Unreal Engine 4.26.2
Android SDK: 23 - 25
Android Graphics API: Vulkan //ES3.1 doesn’t render any Scene Capture if Multiview is activated
Forward Shading: True
Mobile HDR: False
Scene Capture Component - Capture Source:
- SceneColor (HDR) in RGB, Inv Opacity in A
- SceneColor (HDR) in RGB, 0 in A
- SceneColor (HDR) in RGB, Depth in A
- SceneDepth in R
- DeviceDepth in RGB
- Normal in RGB (Deferred Renderer only)
- BaseColor in RGB (Deferred Render only)
- Final Color (LDR) in RGB
- Final Color (HDR) in Linear sRGB gamut
- Final Color (with tone curve) in Linear sRGB gamut
I had FinalColor LDR set, changed it to SceneColor HDR worked perfectly. Thank you.
Note: Final Color HDR works if Mobile HDR is set