Shadows have issues in VR, showing up as a fine grid

When in VR, in the right eye only, dynamic shadows occasionally show up as a fine grid instead of their proper shape. The behavior is shown in this video: https://drive.google.com/file/d/0B3u_hzolRrMjZHd5WDBXS2Vua0k/view?usp=sharing

I apologize for the video quality, the shadows were showing up in the eye that wasn’t being mirrored to screen so I had to record it with my phone through the HMD lens.

The grid stays aligned to the HMD display, as the video shows. Any idea how to fix this? I’m using default options for shadows and lighting, and these dynamic shadows are being generated by a single directional light. Here are the setting for my directional light:

Hi janimationd,

This doesn’t look like anything reproducible on my end yet in 4.12. Using your settings and a few meshes around for shadow casting dynamic directional light and point lights didn’t have this effect either.

With regards to 4.12, we’ve come a long way with 4.13 and 4.14 with VR and our new Rendering Path for Forward Rendering as well, granted the forward renderer still needs some features like dynamic shadow casting to be implemented. What I’m getting at is that this may have already been resolved with one of those releases, even though I cannot reproduce in 4.12. You also said it “occasionally show up,” which means not all the time in every session, correct?

If you are able to get a sample project that can reproduce or steps that consistently reproduce this I can investigate and see if this is still happening in our latest builds and if so, get it reported.

Thanks!

Tim

To clarify, by “occasionally” I meant that it only occurred at certain distances from the dynamic shadows, and at certain headset orientations. I can reproduce the issue quite consistently under similar conditions. My company is currently unwilling to switch to newer versions of the engine due to the recent overhaul of Physical Constraints, which our code depends heavily on. In the future we will likely switch over, but for now we have to deal with 4.12. I myself can’t reproduce it in an new project, so I’m not quite sure what’s causing it.

This issue still persists in UE 4.14. We can reproduce this occuring occasionally on one machine with a GTX 1080 in our office, and some of our players have reported it as well, notably all using Oculus Rift. Haven’t upgraded our project to 4.15/16 yet, hope it will be resolved there.
Edit: Using deferred rendering