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How can I disable the Steam VR compositor "White Room"?

When transitioning between levels, we momentarily drop into the SteamVR compositor "white room". This is jarring and bad. We've extended the SteamVR plugin within the engine in order to expose the FadeToColor and FadeGrid compositor functionality to blueprint. We've changed the color to black and disabled the grid. Unfortunately, the dome and it's gradient are still visible, even in black. How can we disable this or work around it? When will there be more official support or solutions for this so I don't have to maintain changes in the unreal code base? Any other ideas? Thanks...

Product Version: UE 4.9
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asked Oct 28 '15 at 07:38 AM in VR

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RKohoutTTF
66 1 3 5

avatar image RKohoutTTF Nov 06 '15 at 01:01 AM

It would be really helpful if someone answered this question.

avatar image Paul Eckhardt Jan 15 '16 at 10:11 PM

I'm pretty sure this is built into the software to protect people from frame rate drops.

I expect there to be a way to load a different skybox image into the scene instead of the white room / grid once that's implemented.

avatar image Wufasa Nov 30 '16 at 10:04 AM

One year on the waiting... and I was hoping VR FW - Loading Movie Support would solve this =( https://trello.com/c/cHrLKG5e/762-done-4-14-vr-fw-loading-movie-support

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1 answer: sort voted first

We've extended the SteamVR plugin within the engine in order to expose the FadeToColor and FadeGrid compositor functionality to blueprint

Mind showing how you did that?

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answered Mar 07 '16 at 11:18 AM

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DavidSolfar
36 2 4 11

avatar image RKohoutTTF Mar 07 '16 at 10:29 PM

It is possible to fade the compositor out to a black (or otherwise dark) scene. It's not hooked up to native code anywhere, but if you add a new function to FSteamVRHMD to fade out to a color, you can do it with the following stub:

void FSteamVRHMD::FadeToColor(float FadeTime, FLinearColor FadeColor)

{

if(VRCompositor)

{

VRCompositor->FadeToColor(FadeTime, FadeColor.R, FadeColor.G, FadeColor.B, FadeColor.A);

}

}

Then, you can add it to the SteamVRFunctionLibrary to access from Blueprints, if needed.

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