Switch on VR mode in runtime
Hello, I have a problem with oculus DK2. I need to start my game in normal (LCD screen) mode with Occulus connected to the same PC. After some videos and intro presentation of application I need to switch to the VR mode and continue in that mode. Is possible to do this ? How ?
Here's a screenshot that will hopefully help. This is my blueprint that I call to change between VR and non-VR for the Rift and Vive. I also throw in a bunch of other console commands that optimize VR rendering (2nd screenshot).
It's also worth noting that (last time I tested) if you take off the Rift (which pauses the game) and then this blueprint is called, it won't switch back to non-vr mode until you put the Rift back on (unpausing the game). I wrote some custom code to deal with this in my engine, but there are probably better ways to deal with it. I've been using the Vive exclusively for a few months so I'm not sure if it's still an issue in 4.14
Also haven't tested on GearVR or GoogleVR since I don't have a use case for switching on those platforms yet.
answered Dec 21 '16 at 06:53 PM
By default you should be able to use alt+enter to activate full screen mode which will also start rendering to any HMD you have plugged in. Any method going into full screen mode should do the trick as long as it's not windowed full screen. (It might still activate on windowed full screen but I'm pretty sure it doesn't.)
Since you have an intro presentation should I assume you want to start in full screen mode then switch over to HMD? If that's the case you can try to use the "Execute Console Command" blueprint node and give it the command "stereo on" or "stereo off". This way you don't have to also toggle full screen mode.
answered Aug 07 '15 at 01:41 AM
Quick, perhaps silly question: What integer do you get for clamping?
answered Nov 09 '17 at 09:48 AM
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