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hearkengames
8 months agoHonored Guest
Left eye flashing square cutout border black and afterimage
Hey there I am struggling with these issue. There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I'm just running the demo scene with no changes. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3
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- hearkengamesHonored Guest
I also made sure to turn of Lumen and Nanite. Still the same result.
- hearkengamesHonored Guest
One detail that isn't quite visible in the video above is the the flashing region shows the perspective of a static camera that isn't tied to my head movement.
- hearkengamesHonored Guest
Could I please get some help with this? This is really hindering me
- hearkengamesHonored Guest
I’ve also tried disabling spectator mode and removing the spectator camera from the be template to see if it had anything to with it. No luck
- hearkengamesHonored Guest
I’m disabling spectator screen in a post engine callback in my game cop module. I think there’s a static function to just set the spectator screen mode directly
- hearkengamesHonored Guest
I though this was caused by spectator screen somehow. However the following additions didn't help.
```
#include "MyGame/MyGamePlayerController.h"#include "HAL/IConsoleManager.h" // Make sure to include this header#include "HeadMountedDisplayTypes.h"#include "HeadMountedDisplayFunctionLibrary.h"#include "IXRTrackingSystem.h"#include "IHeadMountedDisplay.h"#include "ISpectatorScreenController.h"#include "DefaultSpectatorScreenController.h"#include "Misc/CoreDelegates.h"void AMyGamePlayerController::BeginPlay(){Super::BeginPlay();// Now that the controller is active, the XR system should be fully initialized.UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Disabled);if (auto System = GEngine->XRSystem){if (auto HMD = System->GetHMDDevice()){if (auto Controller = static_cast<FDefaultSpectatorScreenController*>(HMD->GetSpectatorScreenController())){UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Disabled);// Schedule the update to run on the render thread.ENQUEUE_RENDER_COMMAND(FUpdateSpectatorScreenMode)([Controller](FRHICommandListImmediate& RHICmdList){Controller->UpdateSpectatorScreenMode_RenderThread();});UE_LOG(LogTemp, Warning, TEXT("SpectatorScreenMode forced to 0"));return;}UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator screen controller"));return;}UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator screen hmd"));return;}UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator system"));}```
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