I found some helpful links. However, the problem is still not resolved. It seems like other people haven’t been able to resolve the issue either. I have currently unchecked forward shading.
Forward shading giving black under mesh
Dark reflections in vr preview after update to 4.19
Built VR in is way darker than preview version. Making it unplayable
It is hard to say anything from those two images. I would watch this as a start:
Then let us know if the lighting is static or dynamic. What platform you are developing for and if you are baking lighting or if you use ray tracing or if you use Lumen. What engine version is that?
Thank you for your comment. I read your comment and have conducted various research. I’ll illustrate them.
First, I’ll show the outline of the model.
1 . I created the model using the “Virtual Reality template”. Then, I created new level using the “Basic”. The “Basic” level includes the following actors and they are set “movable” by default.
As an additional point, the “dynamic global illumination method” I use is Lumen, and I do not utilize “Hardware Ray Tracing”. These are the default settings. And, I’m using UE5.3.2.
2 . However, the “Basic” level’s sky looks dark and this problem has been pointed out in the following link:
So, I changed some rendering settings.
Project Settings > Engine > Rendering > Support Sky Atmosphere Affecting Height Fog [Check]
Second, I am wondering if it’s possible to use the “Forward Shading” feature during VR preview. Because I tried unchecking ‘Forward Shading’ and previewed it, I was able to see the same image on both screen of “outliner” and “VR preview”.Please refer to the attached image.
This information is described at the following URL:
I missed the description of ‘Setting up Stereo view’ and ‘Setting up Quad view’.
It is recommended to select the ‘stereo view’ rendering mode in order to use ‘Lumen’.