12-10-2020 04:31 AM
02-19-2021 03:43 PM
04-18-2021 12:41 PM
Are you sure its not supported? I'm using masked 3d widget and having the same issue with Oculus Quest.
10-04-2021 02:57 AM
@rpalandri where you ever able to solve the "world renders black" bug in 4.26 if support depth is checked on a stereo layer?
I posted a question on UDE about 6 months ago.
10-04-2021 05:19 AM
No fix for it since Oculus team replied to my email that this feature doesn't exist, a big shame to hear that,
auzden shared a workaround to add this feature but it will require source engine modification and only works on Vulkan. not sure about the performance impact or any other side effects. so do it on your own risk.
https://github.com/auzden/UnrealEngine/commit/9f8c34faaefcf8a66ab317a48e938b8c1185ca6f
01-30-2022 05:16 PM - edited 01-30-2022 05:17 PM
I ran into this problem too. While playing around with things, I edited my Widget BP's design to have a transparent background, instead of trying to have my material control the opacity, and the transparency for the Widget's RenderTarget correctly shows up on as transparent.
I hope that helps someone!
I'm still fighting two losing battles. I want my stereo layer to still do depth testing, and that isn't working for me, as it always renders on top of everything. I'm not sure if that is by design, current limitation, or I am just missing something. While trying to get it to work, I noticed that I can't get the material used by the Widget to ever affect the Stereo Layer.