Lighting(?) Issues in VR Mode Solely
I am currently creating a Senior Project in UE4, and I'm having a few issues with what seems to be lighting when in VR mode.
The video explains a bit of what is happening and shows what I see when testing, but to explain it in text for those who did not watch, the scene I have created is lit and working normally with the DK2 as long as it is on my desk, more than likely out of range of the camera. Once the DK2 is lifted, as if to put on my head, the lighting will cut out entirely, making everything undistinguishable within the DK2.
I'm not sure if the positional tracking coming into play is what is causing the issue or if there is another issue I need to fix, but I haven't found a way to resolve this anywhere and could use some help.
This only happens in VR Mode, every time I've tried it in the normal viewpoint, the lighting stays as expected, it just seems like the positional tracking breaks it for some reason. For comparison, my other scene works perfectly, the only difference being the direction the camera is facing (in this case, the camera is facing down, in the other, it is facing the normal direction)
The video explains a bit of what is happening and shows what I see when testing, but to explain it in text for those who did not watch, the scene I have created is lit and working normally with the DK2 as long as it is on my desk, more than likely out of range of the camera. Once the DK2 is lifted, as if to put on my head, the lighting will cut out entirely, making everything undistinguishable within the DK2.
I'm not sure if the positional tracking coming into play is what is causing the issue or if there is another issue I need to fix, but I haven't found a way to resolve this anywhere and could use some help.
This only happens in VR Mode, every time I've tried it in the normal viewpoint, the lighting stays as expected, it just seems like the positional tracking breaks it for some reason. For comparison, my other scene works perfectly, the only difference being the direction the camera is facing (in this case, the camera is facing down, in the other, it is facing the normal direction)
