VR Scouting menu disappears in UE 5.7.1

In VR mode, sometimes the menu shows up just all black (no text or icons) exiting the VR mode and entering again makes it work some times, we have also lost the ability to fly around when the menu disappears but we don’t have a specific way to reproduce it, are there any settings that can help for the menus not to disappear in VR mode?

Thanks

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Steps to Reproduce
Enter VR mode, we have experienced this issue with a Quest 2 and a Quest 3.

It doesn’t happen all the time, but it happens often

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Hi Jose,

Yes this is patched over in 5.8 as we can’t hotfix BPs. But a temporary fix you can implement locally is here:

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Thanks for the quick answer Shaun!

It seems like just modifying the blueprint is not working for us (unless I did something wrong) The trick on the Console variable Editor works, but we have to do it every time on every machine, right? or is there a way to set this on the project settings?

(attaching what I changed on the BP to see if there’s anything else needed)

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Thanks!

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Hmm not sure. We confirmed it was a good fix for 5.7. Not sure whats different on your side than ours. As far as the cvar you can always put it in your ini if you are fine with a project wide setting. Or if you want to keep it with you level you can load that cvar on construct on a BP Actor or something like that.

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Thanks again Shaun,

In the page you linked there are 2 solutions, one is the one I have shared the screen shot and that’s the one I have done. The other one modifies the event Tick, do I need to do both?

Also the linked page states the need to set “Multi-user Console Variables Synchronisation" = false. We are doing this in the console variables editor windows and this is the thing that seems to work for us. Is it possible to set that with a CVAR? if so, what is CVAR we need to change?

This solution is working for us, we are just looking for a way to leave it configured in the project and not having to do it every time we open the engine (but it is OK if we have to until 5.8)

Thanks so much for pointing us to a way to have this working!

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No its either or. So if one of them is working for you thats great!

As far as Multi-user Console Variables Synchronisation, yeah, you’re right, that does not seem to be surfaced as cvars. You can set it in the ini with these flags.

ConcertCVarSynchronization.MultiUserSynchronization=True
ConcertCVarConfig.MultiUserClientTransaction=True

Or if you don’t want to do it project wide I would just make a Editor Utility Actor and drag that into your level. Then in the construction script of that BP load your cvar preset with it disabled on construct. So when you open the level and that BP is made it will fire your preset load. Might be less intrusive than setting it project-wide in the ini if you aren’t into that. In the meantime, I’ll see if we can surface those commands as cvars in a future release.

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