01-23-2025 01:56 PM - edited 01-23-2025 01:57 PM
I'm someone who doesn't have a ton of depth in UE5, so forgive me if this is an easy question to solve!
for an app I'm working on, I have someone in PCVR while another user can control and monitor things via a UI on the PC the VR is running on. This was easily done using the Slate.DrawToVRRenderTarget 0 which makes screen space widgets only visible on the PC screen and invisible to the player.
HOWEVER, when used with the meta XR plugin enabled, the UI suddenly goes out of wack for the spectator and stretches beyond the viewport and gets very wonky while resizing. I assume it has to do with this optimization which after many hours I stumbled upon in the Unity documentation but is nowhere in the Unreal documentation
https://developers.meta.com/horizon/documentation/unity/unity-asymmetric-fov-faq
That said, assuming this is the case, I don't see any way to turn it off in Unreal. And when calling the viewport, it definitely seems to be giving me one of the VR screens' displays and not the viewport of the computer.
In which case, does anyone have a solution to position and scale my widget/canvas to the window as opposed to the VR device's rendering?
In the meantime, I'll just be keeping the Meta XR plugin disabled and tackle things that don't require it
01-23-2025 05:23 PM
Hi there,
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