4 weeks ago
In UE5.5.1 from GitHub (v74.1) stereo layers can't be hidden and destroyed for non-Passthrought enabled projects which is obviously a bug.
If look through the source code of:
\Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.h \Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.cpp
we'll see that there is the layer actor and it's component:
Both of them are either passed in layer constructor via desk or created in the method HandlePokeAHoleComponent.
But in the method DestroyLayer there is no code which would destroy this actor and it's component
There is only support for actors that were created specifically for Passthrough and were stored in PassthroughPokeActorMap as I see.
There was the link to the commit in another topic:
https://github.com/Oculus-VR/UnrealEngine/pull/442
but that pull request is still not approved. Please take a look into this problem, because without it Stereo Layers are not that much usable for in-game menus.
2 weeks ago
I got a thread on this to, I hope they fix it. Translucency seems to be an issue due to the the PokeAHole texture is displayed behind anyways