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motorsep
9 years agoStart Partner
[Gear VR] 3D widget doesn't render correctly
I want to have 3D widget (UMG) near crosshair. I used the same technique I used for my fade screen plane - parented 3D widget to the camera and placed it right about at the same distance a my view fading plane. Here is my setup (3D widget is scaled up to be clearly visible for demonstration purposes):

Full: http://s32.postimg.org/piv99au5v/gearvr_3_Dwidget_test1.png
Here is how it looks in the Editor:

Full: http://s32.postimg.org/xyh5ft5ir/gearvr_3_Dwidget_test2.png
While view fading plane renders properly in VR, this is how 3D widget looks like in VR:

Full: http://s32.postimg.org/nmisgq59v/Screenshot_20160427_213330.png
I am using 4.11.2
What am I doing wrong ? Is it a bug ?
Thanks

Full: http://s32.postimg.org/piv99au5v/gearvr_3_Dwidget_test1.png
Here is how it looks in the Editor:

Full: http://s32.postimg.org/xyh5ft5ir/gearvr_3_Dwidget_test2.png
While view fading plane renders properly in VR, this is how 3D widget looks like in VR:

Full: http://s32.postimg.org/nmisgq59v/Screenshot_20160427_213330.png
I am using 4.11.2
What am I doing wrong ? Is it a bug ?
Thanks
8 Replies
Replies have been turned off for this discussion
- artyom17Expert ProtegeIt looks like a bug in Epic's UMG renderer. The best course of actions would be to report this bug to them.
You also may try to set ScreenPercentage to 100 to check if the issue gone ('hmd sp 100' console cmd, 'hmd sp reset' to restore the default value). - motorsepStart PartnerReported last night https://answers.unrealengine.com/questions/412076/gear-vr-3d-widget-doesnt-render-correctly.html but it would be nice if Oculus can poke Epic about it ;)
- motorsepStart PartnerSmall update - I parented 3D widget to camera's anchor and now it render's more or less where it should be (be because it's too close to the camera it makes me cross-eyed):

Full: http://s32.postimg.org/m1f982ggl/3dwidget.jpg
Of course it doesn't follow HMD when looking around. - motorsepStart PartnerBumping this up because Epic either not testing on the device, or they aren't understanding the issue :/
Could Oculus devs contact Epic and maybe explain this under different angle? (perhaps my AnswerHub post doesn't explain it clearly?)
Thanks - motorsepStart PartnerWell, so much for making great pushes for Gear VR and UE4 to work nicely :/
This one is another example where Epic don't seem to care much about Gear VR: https://forums.unrealengine.com/showthread.php?110308-VR-stereo-layers-for-Mobile-VR-(Gear-VR)&p=527984#post527984
So unless Oculus could do it (since us indies don't seem to have capable folks to make patches for those issues) and provide patches to Epic, UE4 is deemed to be half-a$$ed engine for Gear VR and will probably keep lagging behind Unity (and I am willing to bet once AndroidVR spreads its wings, Gear VR support will be even worse) - motorsepStart PartnerScrew this. No help from Epic or Oculus - I'll make do (hopefully) with a different approach ;)
- motorsepStart PartnerAlright, I think stereo separation is broken for 3D widget. The farther I move it away from the cam, the closer to the center left and right 3D widget gets (I still see double 3D widget in VR).
Initially I had it really close to the cam, and doable 3D widget was at the outer edge of the view in VR. - motorsepStart PartnerI am guessing one way would be moving 3D widget so far from the cam, that stereo separation feels right.
Since there is no help from neither side, I'll just use depth test trick on regular mesh and use icons instead of 3D widget.
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