Skip to main content
creo1402
New Participant
April 16, 2025

Stereo Layers with SupportsDepth enabled can't be destroyed or hidden for non-Passthrough projects

  • April 16, 2025
  • 1 reply
  • 566 views

In UE5.5.1 from GitHub (v74.1) stereo layers can't be hidden and destroyed for non-Passthrought enabled projects which is obviously a bug.

If look through the source code of:

\Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.h \Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.cpp

we'll see that there is the layer actor and it's component:

 

Both of them are either passed in layer constructor via desk or created in the method HandlePokeAHoleComponent.

But in the method DestroyLayer there is no code which would destroy this actor and it's component

There is only support for actors that were created specifically for Passthrough and were stored in PassthroughPokeActorMap as I see.

There was the link to the commit in another topic:

https://github.com/Oculus-VR/UnrealEngine/pull/442

but that pull request is still not approved. Please take a look into this problem, because without it Stereo Layers are not that much usable for in-game menus.

    This topic has been closed for replies.

    1 reply

    New Participant
    April 30, 2025

    I got a thread on this to, I hope they fix it. Translucency seems to be an issue due to the the PokeAHole texture is displayed behind anyways