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New Participant
February 15, 2021

[StereoLayerComponent] I turned on the Supports Depth Flag to build and use Oculus Quest Error

The Stereo Layer Component is used for widget use. However, due to the phenomenon that the player hand is drawn behind the widget

I turned on the Supports Depth Flag to build and use Oculus Quest, but it comes out with a black background with no alpha behind.

Does anyone know how to fix it?

When I turn off the Supports Depth Flag, the alpha is fine and the hand is drawn behind the widget.

Unreal Engine Version 4.24

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5 replies

Participant
February 16, 2021
Hi,

I've encountered the same problem with the Stereo Layer Component. If you are building the engine from the Oculus fork I have a few commits to address this in my fork of the engine here.

There are several different problems going on here, but the core cause I found to be the `PokeAHole` material Oculus is using to simulate depth on Quest.
New Participant
February 17, 2021
Thanks for answering. However, even though the engine code is applied, the same phenomenon occurs.
KoXeN
New Participant
August 3, 2021

Hi, 

this problem occurs in 4.26 too. I've applied en-austin changes on top of latest 4.26 from Oculus branch. Nothing has changed until I replaced PokeAHoleMaterial with version from this commit. Now transparency cutout is working correctly but all visible parts are black. Any ideas what went wrong?

Participant
August 3, 2021

I've also been unable to get depth stereo layers working on 4.26. I posted some more background info here:
https://github.com/Oculus-VR/UnrealEngine/issues/121

KoXeN
New Participant
August 4, 2021

I'm compiling for Quest 1 with ES3.1. Last time I saw black screen was on Epic's branch, on Oculus only black background.

If I understand correctly AlphaHoldout should only affect alpha, basically make hole in translucent material, so why modifying PokeAHoleMaterial affected colours?

It's not like all elements are pitch black, I can see their details, it's more like black tint was applied.