I’m having an issue with a VR project while trying to Pause/Unpause gameplay via blueprint using Set Game Paused.
Once I pause the game, it appears that we are no longer correctly rendering to the HMD. (Oculus Rift using Oculus Runtime with UE4. I could not have a chance to test this on a Vive yet).
2 main issues:
- UMG User interfaces (WidgetActor) are incredibly blurry and glitchy
- Lots of drawing issues (different parts of the scene view are ghosted on top of the current scene, and the result is visually different in left vs right eye
Is this because the engine is not properly rendering the scene while paused?
Is this because the user is using a positionally tracked HMD (Not updating the “actor” location - the HMD may be moving through the tracked area, but the actual “Actor” is not moving?)
I am at a loss.
Here is what I have tried to do:
- Set Player Controller, Player Camera Manager, Pawn, Motion Controllers, etc to be tickable when paused (using the Actor and component nodes)
- Creating UMG widgets after setting game paused, and then setting widgets to be tickable when paused (both the Widget blueprints + the actors that hold the blueprints)
The Player Pawn remains correctly tracked by the HMD, the motion controllers continue to track. The UMG widgets are fully interactable, with button presses and variables set as expected. All issues are visual, rendering issues.
I’ve tried searching through the forums and google.
It would be great to pause gameplay using the “Set game paused” as it handles many of the AI, physics and other objects very well. Aside from these horrible rendering issues. Does anyone have any suggestions?