Forum Discussion
lazniak
12 years agoHonored Guest
SceneCaptureReflectActor based reflections problem (oculus)
Hello.
Im asking for your help again.
I would like to use SceneCaptureReflectActor to capture reflections to 2D texture target. then use it in my material.
Everything works just fine... until i connected Oculus to test it out.
Its tottaly broken in stereo on, hmdwarp on, and all off mode.
In editor it works good, same result i get with oculus not connected to my pc.
Here are some screens, with material, editor view and oculus errors.
http://imageshack.us/a/img7/4347/2sqk.png - Pure error (hmdwarp on, stereo on)
http://imageshack.us/a/img707/600/inyv.png - hmdwarp off, stereo off (still working bad, it works fine only with oculus disconected)
http://img30.imageshack.us/img30/9159/ukt.png - Material settings, working editor window, and oculus error on the right(full screen black screen, proper version captured in windowed window is in the first link here).
http://imageshack.us/a/img36/9541/a3m0.png - Some of my tests, mask multiplied by 0.5 factor - one eye a bit "fixed"... still horrible.
If you have any idea how can i fix it, feel free to tell me. I will be grateful for any suggestions!

Im asking for your help again.
I would like to use SceneCaptureReflectActor to capture reflections to 2D texture target. then use it in my material.
Everything works just fine... until i connected Oculus to test it out.
Its tottaly broken in stereo on, hmdwarp on, and all off mode.
In editor it works good, same result i get with oculus not connected to my pc.
Here are some screens, with material, editor view and oculus errors.
http://imageshack.us/a/img7/4347/2sqk.png - Pure error (hmdwarp on, stereo on)
http://imageshack.us/a/img707/600/inyv.png - hmdwarp off, stereo off (still working bad, it works fine only with oculus disconected)
http://img30.imageshack.us/img30/9159/ukt.png - Material settings, working editor window, and oculus error on the right(full screen black screen, proper version captured in windowed window is in the first link here).
http://imageshack.us/a/img36/9541/a3m0.png - Some of my tests, mask multiplied by 0.5 factor - one eye a bit "fixed"... still horrible.
If you have any idea how can i fix it, feel free to tell me. I will be grateful for any suggestions!

4 Replies
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- AlexotronicStart PartnerI had a friend that encountered this problem - apparently he fixed it, but when I asked him how: he responded with something nebulous like "I increased a variable"
So if it's any consolation what you're experiencing is fixable. :p
Are you running the most recent version of UDK from Oculus? - cyberealityGrand Champion@lazniak: Can you give me steps to replicate this problem? I can probably take a look tomorrow.
- artyom17Expert ProtegeThis issue is fixed and the fix will be included in our next OUDK.
In a meantime, you can download a preliminary fix from here:
32-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_32bit_fix_no_simplygon.zip
64-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_64bit_fix_no_simplygon.zip
Note, these files are compiled without Simplygon, and they are not digitally signed (therefore, will not be included into installation package by UnSetup.exe). But could be good enough to try. - swanbergHonored GuestHi artyom,
I realize this is a bit late, but are there any updates on a new, properly signed binary? My team has been using this patched .exe, but now we're at the point where we really need to start sending out builds. Are there plans to release the updated binary soon, or better yet, is there a workaround for packaging we can start using now?
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