Hello
I am trying to render a UI that will be attached to the HTC Vive HMD.
I started reading about Stereo layers for VR and that they would be unaffected by Camera effects and the PPV(Post processing volume).
I tried going through the Epic documentation here
I also tried this tutorial
I used the default VR scene in Unreal Engine 4 where I modified the PPV to display everything as blue. Because then i would see that the texture that i put in was unaffected. Since it had other colors in it that i could visually compare to the original. None of the approaches worked.
I have seen suggestions that suggest using a 3D widged and disabling depth test. But that doesn’t exempt it from the PPV or i am doing it wrong
Update
I got this working ~ish with the HTC Vive headset.
- I am not seeing the Stereo Layer in the in editor or spectator viewport. But i am seeing it in VR(Guessing this is working as intended)
- The image is offset in -Z axis however(not working as intended)
- The Stereo Layer VR is following the camera(working as intended)
- The image is not affected by the PPV(working as intended)
- The images is rendered on top of everything else(working as intended)
- I am using the same material like in the video tutorial above and I can’t see the image but I can see the Stereo Layer VR(Working as intended)
The first part from the video tutorial is my current BP:
What this does is that it sets the widget image to be the Stereo Layer VR image. This is working as intended i think. I will try to disconnect this and hide the widget and see if i only have to apply the image to the Stereo Layer VR for it to work.
Q: My solution to having it move with the camera is that I have attached my Stereo Layer VR actor to the camera of the Motion Controller Pawn. Is this the correct way of going it?
-
World Locked - The image ends up in the world where i have placed it(Working as intended)
-
Tracker Locked - The image ends up x-units below the HMD and does not rotate with the HMD(Unsure if working as intended)
-
Face Locked - The image is presented in front of the user and follows the HMD(Working as intended)
This solves it for me. The results are as i expected them to be
Update
-
The BP that only has a Stereo Layer VR with a image attached to it is not affected by the PPV and is in the place i assigned to it(Working as intended)
- It does not follow the Camera because i disconnected it from the camera
My setup is now
- No BP nodes connected only a image
- One Pawn that is the player in VR
- One Actor that is the Stereo Layer VR
I will now test the different modes
- World locked
- Tracker locked
- Face locked