Not the one who posted but the new water is not working with instanced stereo. Volumetric clouds don’t work in VR at all and I’m having huge performance drops using volumetric fog but that’s been a problem for the last few iterations of UE already. Any groom stuff such as the metahumans demo just fully crashes when previewing in VR. Niagara particle systems dont work properly with instanced stereo on either which has been a problem since 2019, it’s marked as fixed in 4.26 in the bug report but people are still having issues: https://forums.unrealengine.com/development-discussion/vr-ar-development/1664139-niagara-render-broken-in-vr-with-instanced-stereo-on/page2.
I’ve been refreshing git commits on the master branch of UE4 daily but I’m getting worried a lot of these problems won’t get fixed before the next hotfix or even 4.27.
I’m hopeful though, Victor is there any chance you could get some info from the VR team on what they’re working on or is there not a dedicated group of people working on VR related issues? Would love to know what the gameplan is for VR looking forward to UE4.27 and UE5 as our small team is all in on it but we’re being hamstrung by many features not working as intended.
Happy about Oodle in general as perhaps there is even bigger hope for more optimal games for future, of course if developer itself applies/crafts techniques well.
I have got a similar error message, but because of another reason and it seems to be working with UE4.26.2 in my case (downloaded and compiled the engine), but got a similar error again which I am still trying to figure how I broke it and then send a ticket for it.
In my case was related to a blueprint having an “editable” parameter which was a struct and if you remove the struct, the packaging process go without errors. There might still be something under the hood which I have not realized yet, but at least this seems to be the issue. Since I don’t have time for an extensive engine debugging section to reach the root cause, I will probably just send a ticket if 4.26.2 does not fix that entirely.
I wouldn’t hold my breath for anything VR related. Until Epic understands commercial potential of consumer grade VR (Quest, whether it’s PC or standalone) and someone does large VR project using UE4 (or Oculus pays Epic to make one), VR in UE4 will always be a second-class citizen and bugs will continue migrating from release to release unfixed.
EPIC will understand the potential of consumer VR when it’s there.
The truth is that all grand VR projects have been disappointing.
Even a top-tier brand-name production like Half-Life: Alyx succeeded nowhere near what you’d get from a similarly-resourced traditional game development effort.
VR is a niche. Some niches are important – virtual TV studios, virtual movie making, architecture visualization, and all the rest, are also niches. (As is games!) EPIC gives VR some love because it’s a niche that’s interesting, drives technology forward, and may someday become really important. But that day is not today.
Quite subjective statement, but yes, there aren’t whole a lot of big names out there.
Because it’s a PC VR game that requires you to have PC VR which is pricey. Had it been on Quest, you better believe it would make a lot more noise and money.
There are exactly zero VR games that have been sales successes comparable to even a mid-level console game. This is not subjective, it’s easily measurable in that one unit that’s impossible to fake: dollars.
Can anyone from Epic weigh in on whether they plan on supporting working water, clouds and particles in VR in v4.26? Looks like 4.26.2 does not contain the fixes many were hoping for.
Motorcep Is a bit off but not fully correct… Epic is working on XR but they just don’t have enough XR staff to work on VR features atm. I only know of 2 staff that work on XR and sadly if you look at the job requirements to be on the XR staff you will realize WHY the staff is low. if you have any questions about VR features or a list of the ones not working post them in a topic and ask for help. there are tons of VR devs that can help you find workarounds if you ask for help