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Inspiring
April 18, 2016

[Gear VR] Masked materials don't render - bug?

This is what I've discovered: https://forums.unrealengine.com/showthread.php?107733-Bug-Masked-unlit-material-doesn-t-render

Is it a bug or limitation of the platform?
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    15 replies

    motorsepAuthor
    Inspiring
    April 20, 2016
    @rpalandri I think I figured out the issue and I do think it's a rendering bug.

    Basically, a proper way to setup camera is to have an anchor actor, so to speak, and parent camera to it. So I did that by adding a cube and parenting camera to it:


    Full image: http://s31.postimg.org/q54r7quhl/camera_anchor1.png

    And then I thought that camera will show the cube in the view, so I ticked Hidden option.

    Apparently children inherit that (and probably other) properties and this my view fade mesh would not show up in the view because it was automatically hidden. Once I disabled that checkbox you see on the screenie, my view fade mesh showed up on the device. It was clipped ugly, but that's another story.
    Participant
    April 20, 2016
    Glad to see you figured it out! Is it really a bug then? I would deem logical that children would inherit their parent's properties such as hidden. Why it displays on the preview however I don't know.
    motorsepAuthor
    Inspiring
    April 20, 2016
    I don't believe it should, for flexibility sake.

    Now I got another issue - clipping of the fade view mesh :( I posted about it in another thread, I think.
    motorsepAuthor
    Inspiring
    April 21, 2016
    Ok, "fixed" that too by scaling up plane and setting camera's near plane to 0.01
    motorsepAuthor
    Inspiring
    April 21, 2016
    Actually .01 value is bad - zfight happens at relatively short distances on the level. Value of 5 works better.