UE5.2 Vr Preview stuck on next up screen, plus lag issues, raytracing is broken

Hello,

I’m having an issue with UE 5.2’s VR preview, when I hit the button it displays on screen in the little box (poorly) but will not show in the headset while running any blueprint code, I disable my blueprint code and it will run, but all my code does is spawn objects into the level, I’ve only just started building my game so there really isnt much going on yet, I’ve had nothing but trouble with UE5 since I started using it and I’m thinking that this might just be yet another set back if the editor is just outright broken for VR development.

simulating in the editor runs perfectly fine, its only vr preview that refuses to run.

can anyone help a brother out, I keep getting waylaid by UE5’s issues and have already had to restart the project twice due to broken issues with VR on UE5.5 and 5.3, I’ve prefer not to have to go back to using UE4, but thats started to seem like the only available option.

Solution found!:

I added a 5 second delay at the beginstart before my level started loading in spawned actors, that allowed me to load into vr preview correctly, guess it was just overloading the editor too quickly.

the next issue with the poor performance was caused by ray tracing, I disabled ray tracing entirely and switched to screenspace(beta) for lighting and everything started working as intended with a decent framerate.

After trying ray tracing in vr on 5.5, 5.3.2 and 5.2, I can honestly tell you that raytracing does not work in unreal engine 5, don’t use lumen, nanite can stay on but dont bother enabling it. all these things break VR in ue5.

took me a week and two restarted projects to find out what was wrong so hopefully this helps some other poor schmuk who is trying to use raytracing for vr in ue5.