User reported bug
With iOS applications that swap from VR mode to non-stereoscopic mode, GoogleVR overlay remains on screen.
This does not occur on Android devices.
1- Create a new C++ project on a mac
2- Enable Google VR plugin
3- Restart project
4- Disable google VR using blueprint (Enable HMD -> False)
5- Launch on iOS device (Tested on iphone 5s) (You may need to orient the screen an unintuitive way to get past "place phone in viewer" screen)
6- Observe that GoogleVR overlay (White line, Cog Icon) is still visible
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How do I set a material as a post-processing material?
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What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
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How does TArray loop correctly remove elements in blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Platform - XR |
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Affects Versions | 4.18, 4.19 |
Created | Mar 7, 2018 |
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Resolved | Jan 3, 2019 |
Updated | Sep 16, 2019 |