VR in 5.6 has a smearing no matter what settings I use

Thanks for the advice, I am trying to follow this explanation but I am unable to do it. I am not a C programmer.

https://github.com/EpicGames/UnrealEngine/commit/7102abc215e872b12afa60a5e245622d5e25e27e

Tried to cherry pick the change but I keep getting compile errors, spent half of the day trying to do it with no lock. Any chance someone can create a file up there on github that has this change in there and works when compiling for 5.6.1 ? Any devs for who this would be walk in the park ? Would be much apriciated :slight_smile:

Please share the error / log that comes up when you compile.

Thank you for your time ZyLogic

I am sure I am putting it in to the wrong place, but this is way over my head. Trying to follow the github explanation:

Move PrepareViewStateForVisibility back to after ViewExtensions’ PreRenderViewFamily_RenderThread and PreRenderView_RenderThread in FSceneRenderer::OnRenderBegin.

That code exists earlier in the script so I comment it out and try to paste it later after the calls depicted above but I cant just do that because it is dependent on some declarations in the block it lives in above. like the “Renderer“ and “SceneTexturesConfig“.

Seems like a simple thing for someone who knows how this stuff works obviously not me I am just an artist and I know a little python but not this.

Any help would be appreciated thanks.

This is because you haven’t copied over the entire changes that were submitted in that CL:

I’ve marked the lines by number in the screenshot, here’s what you need to do for each:

  1. Change UE::Tasks::FTask PrepareViewStateTask; to UE::Tasks::FTask PrepareSceneTexturesConfigTask;

  2. Change PrepareViewStateTask = UE::Tasks::Launch(UE_SOURCE_LOCATION, [SceneUpdateInputs] to PrepareSceneTexturesConfigTask = UE::Tasks::Launch(UE_SOURCE_LOCATION, [SceneUpdateInputs]

  3. Remove / comment out Renderer->PrepareViewStateForVisibility(SceneTexturesConfig);

  4. Change PrepareViewStateTask.Wait(); to PrepareSceneTexturesConfigTask.Wait();

  5. In the screenshot, you have added PrepareViewStateForVisibility; mistakenly. Replace this line with:

if (SceneUpdateInputs)
		{
			for (FSceneRenderer* Renderer : SceneUpdateInputs->Renderers)
			{
				const FSceneTexturesConfig& SceneTexturesConfig = Renderer->GetActiveSceneTexturesConfig();
				Renderer->PrepareViewStateForVisibility(SceneTexturesConfig);
			}
		}