(Unreal Engine 5.6)
Hopefully this is the correct place to ask.
Have been looking at the VRTemplate, which works fine for my Meta Quest 2.
I decided I’d like to make a simple standalone project that copies some of the VRPawn BP from the template, but create it in C++.
I used the Game–>EmptyLevel, added my own C++ VRPawn, for the moment I will just use static meshes to represent where the controllers are.
Components are setup like this:
AVRPawn (Root: VROrigin)
├── VRCamera
├── MotionControllerLeft
│ └── LeftHandMesh
└── MotionControllerRight
└── RightHandMesh
(looks messed up in the post, but the associated meshes are attached to the appropriate controller)
All good. This works, can look around and see the cubes I’m using for where the controllers are are in the correct place but movement is noticably jittery. Running in VR Preview.
In the VRTemplate the hand movement is silky smooth, also running in VR Preview.
Have noticed that my projects framerate is 36fps, whereas the VRTemplate runs at 72fps.
I haven’t been able to solve this issue or figure out why/how the VRTemplate runs so much faster (the scene is more complicated than mine).
Am using OpenXR/XRBase.
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "XRBase", "OpenXR", "HeadMountedDisplay" });
Am sure I must be missing something obvious, can anyone suggest something I might be able to check to see why the update rate is half of what it should be?