I’m using launcher install of the first official ue5 release.
Is there a known issue with the SetWorldToMetersScale node and ue5?
I just upgraded a ue4 project, and the node no longer works as expected. I can set the w2m in world settings, and it works on start. And I can set and retrieve the value from the SetWorldToMetersScale node at runtime (which I’m using to scale the controller meshes), but the scale isn’t being adjusted on the headset, despite being able to be read as changed…
There is a long lingering issue in previous versions of the editor, where the node won’t work in editor if more than one tab is open. But it seems that the feature won’t work at all now in 5, regardless of additional the tabs being open or closed.
Is anyone else having this issue? Can anyone else confirm?
*Builds Standalone fine. It’s PIE (play-in-editor) VRPreview related.
I did the same back when I posted this originally, haven’t heard anything back. I also posted a report when the bug was a multiple open tabs issue (prior to 5) as did other ppl and it was never resolved or really explained as to why it couldn’t be fixed
Out of curiosity, are you using Oculus? Wondering if it’s limited to the Oculus implementation (though I doubt it). I think I’m going to do a source code alteration once I track down the bug.
Quick fix for this (for Oculus): Make sure you have the Oculus plugin loaded and change the plugin XR API setting to Oculus Legacy. Warning though: this may change the orientation of your controllers…
It’s a bummer that the fix you found is reverting back from the current dev path (openXR).
Is this giving you perfect expected working conditions? Or is it just bringing it back to the previous state where you had to have all tabs closed for WorldScale to function correctly?
Well, for me I have custom meshese tied to the hand controllers. In the new OpenXR scheme, the native rotation of the hand controllers are different. So using the legacy fixes that as well. But it postpones the inevitable. Hopefully it gives Epic time to fix the bug before I need to migrate.
Update, sort of. The previous issue of World to Meters Scale ( W2M ) not working from play in editor seems to only happen for me (ue5.0.3) when I also have a Widget Blueprint open as one of the additional tabs in my project. Other blueprints seem to not cause the issue. Weird, but hopefully that detail might help someone if it’s not just a issue with something specific on my end.
Test in ‘Standalone’ and it should work
Just did this in 5.1, I noticed the ‘VR Preview’ has the issue mentioned but ‘Standalone’ it works and doesn’t need a full package build to test
I’m getting the same issue and I just upgraded to 5.1.1 from 5.0.3. I need to use play in editor because I will be doing some Live Link recording and I don’t believe that works in builds (or at least I have not tested that). Did anybody else get this working?
In case anyone else is stuck on 5.1.1 and can’t move to 5.2 for other reasons, here is a hacky bit of code that worked for me, it seems that the WorldToMeters value isn’t getting read from the same place is is being set:
void UUnrealHelperFunctions::ForceWorldToMeters(float W2M)
{
if (GIsEditor)
{
for (const FWorldContext& Context : GEngine->GetWorldContexts())
{