Just a question.Is it OK that SteamVR plugin required (it is enabled by
default) to build a project? Previously only Oculus VR plugin was
required. With it's disabled there are Gradle errors during project
build. Error
Unreal Engine 4.20. Launcher version.Fresh project, mobile, scalable, no
starter content.Trying to build empty project and getting error with
com.google.vr.sdk.samples.permission.PermissionHelperOutput logAlso from
running a './gradlew assembleDebug ...
The issue I've experienced recently. Whenever my view is completely
covered by a static mesh with DefaultLit material on it (I'm standing
really close to the wall and looking directly onto it, for example)
Frame render time jumps up, even though Draw...
imperativity said: Hi,Welcome to the Oculus Developer Forums.There is no
out-of-the-box support for additional hardware outside of the Gear VR
controller for Gear VR.Is this a joke? I've been using bluetooth
keyboard for development since Unreal Engi...
Hold on. I'm using ES 3.1 since UE 4.15 coz my explosion shader doesn't
work on ES2. It works perfectly fine with no visible difference
performance wise.
Just to draw a bottom line on this topic for a future generations - it
is a fill rate issue.TL;DR - GearVR (Galaxy S6 at least) can't handle
static lighting in UE4. You have to use Unlit materials and for the
lighting you have to pre-bake lightmaps i...