VR "window" instead of 360 degree game

Hi guys!
This is my first posting here.

I’m working with Oculus Quest and UE 4.25. The VR test level worked perfectly with the Quest.

The problem: Our own game builds but instead of an 360 degree view in the VR headset there’s only a “window” we can look into and can’t interact with. It reacts on head movements.

Since this is our first time working with VR it might be something super simple - also I googled but had problems finding the right words for my problem.

Thank you very much!

FYI: the last prototype worked with Vive instantly, so maybe it’s an Oculus related problem

In case of the Quest you don’t preview a VR project in the Editor, you need to Launch it onto the device. Is this what you are doing? I assume so because you said the head tracking is working.

Few more things to check:
Is the Oculus VR plugin installed and activated?
Did you set your project properly for the Quest? Especially the Android SDK and the Manifest generation.
Do you see any weird error/warning in the log before launching?
If you check the device log do you see any error/warning?

did you tick the “start in VR” option in the project preferences?

Hey! I found the answer!

It was just a performance issue. The “window” I described was the “virtual screen” lagging behind with the head movement so bad, that it looked like a stativ window. The experience itself moved inside the “window” too, but it was - again - lagging so badly, that it seemed like it stood still.

Tank you very much for helping!

Thank you for your help! I found a solution and will post it as the answer. It was just performance related!