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.
- DirectionalLight
- ExponentialHeightFog
- SkyAtomosphere
- SkyLight
- SM_SkySphere
- VolumetricCloud
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]
- Project Settings > Engine > Rendering > Forward Renderer >Forward Shading [Uncheck]
3 . After restarting the application, I created something like a building.
4 . After that, I previewed it, but the bottom of mesh looks dark. This problem only occurs during VR preview.
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.
I wish I could use “Forward Shading” during VR preview. If anyone has additional information, please feel free to share.