I’m trying to build my own VR level for a PC-based app in the new UE5.1 version, but the sky atmosphere is not working properly by default. This is what it looks like after adding all the components that were working for me in nonVR projects. The sky atmosphere is pitch black, as well as the lower hemisphere of the sky.
I made sure that the directional light is set as atmospheric sunlight and the real-time capture of the skylight is enabled.
I remember in the earlier 5.0.1 version the upper hemisphere of the sky seemed to be working properly, but the lower hemisphere was also black. I was never able to fix that as well. I wonder if there are certain settings out there that I need to tweak to make the sky in VR the same as it looks in nonVR projects.
Additionally, when I open any other template project (like first person or just simply a blank project) and I place the exact same components as you have, the SkyAtmosphere works properly. I’m not sure what’s going on here but it feels like there are some different project settings for the VR Template that are causing the SkyAtmosphere to be janky and black.
That being said I haven’t actually gone through and reviewed all the project settings to find the culprit…
I have the same issue.
Using a skysphere with a sky material as described in this video allows to work around the issue, and makes the atmosphere appear. However, when trying to launch the game in VR, the engine crashes for me.
In the VR template of UE5.1 whenever I remove something and add it back it doesn’t work anymore.
For my VR project I started with the VR template, removed the sky atmosphere, added it back just to get a feel of the process. Now the sky is completely black and I can’t get it to work. I’m hoping it’s because I’m a noob and it’s not a bug but couldn’t find a solution yet.
Same thing here. Been trying for days to get started with Unreal Engine and the amount of bugs is unbelievable. I’ve been following many tutorials to the T, and sometimes simple things just don’t work, and there’s no one that actually knows what’s happening.
Thanks! I thought it was the mobile shading section initially. I changed it to deferred shading but it didn’t work. Turns out it was the forward render section!
Mentioning how a fix to the problem could be to disable forward shading is being ignorant to the problem posted by the OP and their (and any readers’) particular project needs. A VR project usually can’t just disable forward shading when it is in-fact relying on it.