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Unreal + Go - Controller appears to sporadically flicker to origin with Oculus Integration 4.19+

NoirQ
Explorer
Hello,
On Go, when playing my game, I am seeing the controller sporadically drawing at what looks like origin for a frame or so. This has started with the oculus version of 4.19 (i.e it is ok in the binary distribution of 4.19.2). Has anyone experienced this? I can literally just stand there, and rotate the controller, and sometimes it'll just draw at the wrong position.
I can't work out what could be causing it, as the project has been fine on all previous UE versions. I don't think I'm doing anything taxing (don't appear to be dropping frames or anything).

It works fine in Rift, appears to just be Android / Go (not tried GearVr, but presumably the same). 
If anyone has any clues it would be greatly appreciated! 
5 REPLIES 5

NoirQ
Explorer
Video here:
https://www.youtube.com/watch?v=H1JKYj2Rft0&feature=youtu.be

In the video I am just moving left and right, using SetActorLocation, and just moving the controller.
It happens throughout, but after 45 seconds it shows the problem a few times. The controller just vanishes for a split second. After the one minute mark, you can see it jumping a couple of times where you can still see the controller mesh (earlier in the video it looks more like it just vanishes) 

DMd you a project, but haven't been able to strip it down.
Thanks for any help, much appreciated! 

Anonymous
Not applicable
I'm seeing the same thing in 4.20.2. I ran my project in 4.19 with similar results.

Anonymous
Not applicable
I had experienced the same problem with recent Oculus branches of the engine. However I did manage to get rid of it, I think just by using the latest version of the SDK. Which Oculus SDK version was your Oculus UE4 branch built with?

NoirQ
Explorer
I had grabbed the latest 4.20 off the oculus github, so presumably the latest SDK. Someone from Oculus is going to have a look, so hopefully they can resolve the issue on their end.

NoirQ
Explorer
This was a problem that the oculus guys had already fixed, and an update was rolled out at the start of October. My Go has now got that update, and so the issue has fixed itself.

Thanks for the help :smile: