Stereo Layer Transparency broken for UI Widgets on Quest
To improve the quality of our in game UI, we recently moved it from world space widgets to Stereo Layers.
However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest.
So here how it looks on the Quest:
And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look):
The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending.
One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA.
We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source.
Any tricks to get this working? Thanks for the help!
Daniel
However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest.
So here how it looks on the Quest:
And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look):
The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending.
One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA.
We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source.
Any tricks to get this working? Thanks for the help!
Daniel
