Issues with Using Stereo Layer on Oculus Quest 2: supports depth = true and no alpha channel = false
Hello, I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem: With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried: * Enabling and disabling various combinations of settings for supports depth and no alpha channel. * Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true * Updating to the latest version of Unreal Engine and Oculus SDK. * Using masks instead of alpha transparency. * Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question: Is it possible to use supports depth = true and no alpha channel = false for stereo layers on Oculus Quest 2? If so, what additional settings or steps are necessary to properly display transparency? I would appreciate any help or recommendations on how to resolve this issue. Thank you!670Views0likes0Comments[StereoLayerComponent] I turned on the Supports Depth Flag to build and use Oculus Quest Error
The Stereo Layer Component is used for widget use. However, due to the phenomenon that the player hand is drawn behind the widget I turned on the Supports Depth Flag to build and use Oculus Quest, but it comes out with a black background with no alpha behind. Does anyone know how to fix it? When I turn off the Supports Depth Flag, the alpha is fine and the hand is drawn behind the widget. Unreal Engine Version 4.243.3KViews0likes5CommentsStereoLayer Cubemap stereo working on Quest, not on Rift
Hello there, I have successfully used cubemap stereo layers in the Oculus Quest and it works perfectly. But when I tried to use cubemap stereo layers for the Rift, It shows a small rectangle with portion of the cubemap and everything on the sides is black. Oculus says that VR Composition Layers do work on the Rift but I havent been able to make it work. Does anyone know what might be wrong with my project? I am using 4.22 but I have tried in 4.24 with no success. Thank you!708Views0likes1Comment[Gear-VR] Removing Stereo Layer Component from an Actor
Hello, Here is how I use stereo layer to render high quality text using UMG 3D Widgets. The problem is, that it doesn't disappear when I destroy the actor containing the stereo layer. I can confirm this happens on Gear VR. Also if you wait about a minute, stereo layer will be garbage collected and not rendered anymore. Here's my Blueprint showing what I've done and also how I've tried to stop the rendering of stereo layer content. None of them worked. Here's the code of destroying stereo layer component. You may check that only Steam VR implements IStereoLayers, so I wonder how Gear VR layers should be destroyed. Looks like this functionality is missing. Please help.2.4KViews0likes7Comments[Gear VR] Using multiple stereo layers
Hello, I am having problems with using stereo layers in Gear VR. I know that we're limited up to 3 stereo layers to use. From the picture below you can see red and green rectangles. I have 1 actor on the bottom (red one), which contains widget component (rotated by z axis 180 degree) and stereo layer component. The green one (widget + stereo layer with some offset) is attached to my pawn, and you can see 2 Text blocks. One is widget component, and another is stereo layer. Red stereo layer component does not render properly, and if fps drop happens, we can see something was rendering, but without opacity. My implementation is similar to this video, the only difference is that I've used World Locked as Stereo layer type for both red and green widgets. On the video he says that World Locked is not yet implemented feature, but from code it was for Steam VR. So my question is, How should I configure stereo layers and widgets properly? Out of curiosity, why we're limited up to 3 stereo layers, is there any hardware related issue? Thank you.892Views0likes1Comment