Gear VR video texture only works if you look straight ahead

I’ve tried everything to fix this. I can get video to play as a texture on the gear VR, but if I turn my head about 80° in any direction, the graphics become fragmented and partially black. If I turn my head back, it starts working again.
Getting good framerate on the video, it’s just scattered - like so:

99105-catexample.jpg

Gear VR, Samsung S6, Unreal 4.12.5, Using level 19 for Android packaging.
Video compression: Tried .wmv, MPEG4 and (H264 .mp4 which ‘worked’ best)

I tried using the media texture on a sphere, a cube and a plane, and they all have the same result.
On the cube the video was locked to the camera so turning head did nothing.

Any help here would be greatly appreciated.
Thanks!

I should add that everything works fine on the Oculus on a PC

Fixed it I think by turning off Occlusion Culling under Project Settings/rendering

scratch that - still broken, but a bit better

Hi JA_TestPilot_HVP,

This is currently a known issue that has been reported with UE-24121. It’s still be investigated for a fix.

-Tim

Is working again now - I changed the SDK for Android to use 21 instead of 19. NDK was still at 19.
Not sure if this is what actually fixed it.

I found a post similar to my problem that suggested adding an invisible widget to the viewport and that seems to
have fixed it…?

Hey JA_TestPilot,

That workaround has appeared to help, but it’s not a guarantee that the issue won’t resurface. We want to get an actual fix so that you don’t have to worry about workarounds like this.

Try adding a widget to the viewport after the media is opened in your blueprint. I made one with a small text box at the bottom right corner so it wouldnt be seen in VR.
I think removing the default on-screen joysticks may cause it

I’m not sure if this is a related bug but it’s too similar to be coincidental.

We’ve got a project built for Gear VR that plays a 360º video on a sphere with a number of other objects visible inside the sphere.

Everything works perfectly when previewed on the PC, including on the Rift.

On the Gear VR, everything works nicely when you’re facing within 100º or so of the starting position. If you turn your head more than 100º left or right, the entire view flips upside and mirrors - not just the video, the objects as well.

Is this likely to be related to that UE-24121 known issue, and if so is there a resolution or workaround we can test?

Thanks - will give that a try now.

No difference sadly - still the same issue.