Unreal Engine 4.18.x does not line up the screen images properly in the headset when using SteamVR on devices besides the HTC .
This fixes Unreal Engine 4.18 not displaying correctly using SteamVR on Windows Mixed Reality devices. It works with r.ScreenPercentage values. This should also fix the problem Oculus users are having when using SteamVR, but I have not been able to personally test it.
Repro Steps
Run Unreal Engine with SteamVR using any device besides the HTC (WMR devices, Oculus).
Thank you for the information provided. There is a pull request (UE-53580) that has been submitted to the developers for further consideration. I have provided a link to that pull request below if you are using a source version of the engine you could merge the fix into your current build if needed. I hope that this information helps.
The link is working, however you will get a 404 if you are not logged into github. Please login and try again. This should take you to the page you are looking for. I hope that this information helps.
Do you guys know if this will make it into a 4.18 patch after 4.18.3?
I’ve been working on a game and have gotten a lot into it built around 4.18 plugins and it would be a ton of work to migrate just to allow oculus users the option of steamvr vs oculus plugin. But honestly due to the popularity of mixed reality streaming apps using openvr the requests is high on the list.