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hearkengames
Participant
April 3, 2025

Left eye flashing square cutout border black and afterimage

  • April 3, 2025
  • 6 replies
  • 811 views

Hey there I am struggling with these issue. There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I'm just running the demo scene with no changes. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3

com oculus vrshell 20250403 002312 01

    This topic has been closed for replies.

    6 replies

    hearkengames
    Participant
    April 4, 2025

    I also made sure to turn of Lumen and Nanite. Still the same result.

    hearkengames
    Participant
    April 4, 2025

    One detail that isn't quite visible in the video above is the the flashing region shows the perspective of a static camera that isn't tied to my head movement.

    hearkengames
    Participant
    April 19, 2025

    Could I please get some help with this? This is really hindering me

    hearkengames
    Participant
    April 21, 2025

    I’ve also tried disabling spectator mode and removing the spectator camera from the be template to see if it had anything to with it. No luck

    hearkengames
    Participant
    April 21, 2025

    I’m disabling spectator screen in a post engine callback in my game cop module. I think there’s a static function to just set the spectator screen mode directly

    hearkengames
    Participant
    April 22, 2025

    I though this was caused by spectator screen somehow. However the following additions didn't help.

    ```

    #include "MyGame/MyGamePlayerController.h"
    #include "HAL/IConsoleManager.h" // Make sure to include this header
    #include "HeadMountedDisplayTypes.h"
    #include "HeadMountedDisplayFunctionLibrary.h"
    #include "IXRTrackingSystem.h"
    #include "IHeadMountedDisplay.h"
    #include "ISpectatorScreenController.h"
    #include "DefaultSpectatorScreenController.h"
     
    #include "Misc/CoreDelegates.h"
     
    void AMyGamePlayerController::BeginPlay()
    {
        Super::BeginPlay();
        // Now that the controller is active, the XR system should be fully initialized.
        UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Disabled);
     
        if (auto System = GEngine->XRSystem)
        {
            if (auto HMD = System->GetHMDDevice())
            {
                if (auto Controller = static_cast<FDefaultSpectatorScreenController*>(HMD->GetSpectatorScreenController()))
                {
                    UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Disabled);
                    // Schedule the update to run on the render thread.
                    ENQUEUE_RENDER_COMMAND(FUpdateSpectatorScreenMode)(
                        [Controller](FRHICommandListImmediate& RHICmdList)
                        {
                            Controller->UpdateSpectatorScreenMode_RenderThread();
                        }
                        );
                    UE_LOG(LogTemp, Warning, TEXT("SpectatorScreenMode forced to 0"));
                    return;
                }
                UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator screen controller"));
                return;
            }
     
            UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator screen hmd"));
            return;
        }
        UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator system"));
    }

    ```