Playing 360 video on GearVR on start causes image to display false color.
I though I would post the UE4 thread here just in case someone can shine some light into this issue.
When creating an empty level and adding just a 360 video to be played on a sphere, the image appears to not render all the passes. I will only display the color color after either a DebugLine is printed to screen or another object show up on screen (any standard object will do).
On the image bellow I've added a Sphere to the right (off screen) of the
player on start. Notice that the screen starts with the bug, but when I
pan the camera to the right, the MediaTexture gets fixed when viewport
renders the sphere.
This is the link to the thread on UE4 forum.
https://answers.unrealengine.com/questions/672477/media-framework-poor-quality-rendering-on-gear-vr.html
When creating an empty level and adding just a 360 video to be played on a sphere, the image appears to not render all the passes. I will only display the color color after either a DebugLine is printed to screen or another object show up on screen (any standard object will do).
On the image bellow I've added a Sphere to the right (off screen) of the
player on start. Notice that the screen starts with the bug, but when I
pan the camera to the right, the MediaTexture gets fixed when viewport
renders the sphere.
This is the link to the thread on UE4 forum.
https://answers.unrealengine.com/questions/672477/media-framework-poor-quality-rendering-on-gear-vr.html
