Workaround is to remove the call to GetStereoLayersDirty in FSteamVRHMD::UpdateLayerTextures()
Create a stereo layer that uses a render target texture from a scene capture component.
Note that even though bLiveTexture is selected, the layer is not updated unless manually setting it as dirty.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
What is the difference between Camera and CineCamera?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What controls of umg have mouse wheel events in UE4.27?
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45978 in the post.
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Component | UE - Platform - XR |
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Affects Versions | 4.16.2 |
Target Fix | 4.17 |
Fix Commit | 3430829 |
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Main Commit | 3512933 |
Created | Jun 13, 2017 |
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Resolved | Jun 13, 2017 |
Updated | Apr 27, 2018 |