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GoogleVR: Toggle stereo rendering

Hello,

I would like to know if it's possible to toggle stereo rendering on and off for a Google VR app. I'd like for players to toggle certain game options, make purchase, login to their Google Play accounts, etc in a non-stereo rendered screen.

Edit: I tried using the Stereo On and Stereo Off commands with this Blueprint script here: alt text

I am able to reproduce this bug in a brand new project. I don't think this debug command alone is adequate for the functionality I need. I need the white line and Google Cardboard setting line and gear icon to hide and I need gyro to continue to track users movements. I was able to confirm that Stereo Off turned off gyro tracking before app crashed.

Product Version: UE 4.12
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asked Jul 01 '16 at 12:59 AM in Rendering

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so2gamemake
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So2gamemake, did you try the "stereo on/off" command mentioned in this documentation?

https://docs.unrealengine.com/latest/INT/Platforms/VR/CheatSheet/

You can execute console commands from blueprints using the ExecuteConsoleCommand node.

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answered Jul 01 '16 at 02:13 AM

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Krxtopher
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avatar image so2gamemake Jul 01 '16 at 02:17 AM

I am aware of executing console commands from blueprint however, I was not aware of this pair of console commands!

The commands work perfectly on PC, but I tried it on a Google VR app it doesn't work the same way at all. Input Stereo Off and the left eye renders as a black screen, the right eye gets rendered properly.

Input Stereo On after inputting Stereo Off and the app crashes.

Thank you very kindly for your response but I am still in need of a solution.

avatar image RVillani Jul 01 '16 at 04:33 PM

Same problem here with GoogleVR app. Stereo Off = Black left eye and frozen right eye. Then, Stereo On = crash.

I'd like to be able to use the motion sensors (gyro/accel) without Stereo to make the aiming system of my mobile game. Is there a way of automating this motion control in the camera without enabling GoogleVR?

avatar image Renegade Viz Jul 03 '16 at 03:50 PM

I have had the exact same problem too. I think it must be an engine bug. oddly enough it worked once or twice perfectly.

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