Reflections are black after packaging for Gear VR
I am using UE4 for a Gear VR project on the S7.
The reflections are visible in the editor and even in Oculus, but whenever I put the build on Gear VR, the object appears solid black. The object is in an exterior environment, with lighting baked into the diffuse texture. I have one dynamic directional with no shadows casting, a static skylight (I've also tried stationary skylight and static directional), and a sphere with an HDRI applied for the skydome.
I have resorted to testing this with a single sphere mesh and a material. There is nothing else in the scene, except the sky dome.
Diffuse - gray Metallic - 1 Roughness - 0
I have tried using a sphere reflection capture actor with both "specified cubemaps" and "captured scene." Both render black.
Screen Space Reflections are turned off in the rendering settings and in the post process volume.
I have also tried putting the cubemap into the material with a reflection vector, in both/either the base color and emissive nodes. It still renders black.
Mobile HDR is off.
Here are my android device profiles settings.
Does anyone have any ideas of what could be causing this?
asked Jul 13 '16 at 10:20 PM in VR
I migrated the project, started fresh, and was able to get a little bit of reflection using only static lighting and a sphere reflection capture actor without cubemaps. At this point, I'm not sure what my problem was or what might have fixed it, but at least it's working. Sorry I couldn't help anyone having the same issue.
Thanks for the response, Tim!
answered Jul 29 '16 at 06:03 PM
At the moment I'm not seeing this on the device I have to test with, which is a Galaxy Note4.
Can you tell me the following:
If you want to include a sample project that reproduces the issue that would be helpful as well.
answered Jul 15 '16 at 06:07 PM
Tim Hobson ♦♦ STAFF
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