My GearVR project utilizes a bunch of 3D widgets, some of which have the web browser on them. Most things are displayed just fine, in 3d and without errors. Other widgets are rendered and interactable. However, when a 3d widget with a web browser appears on screen, the browser doesn’t show up on the widget. Instead it is drawn flat on the screen, in the top left corner of the left eye (which probably just means the top left corner of the whole screen). Also, interaction with the web browser widget doesn’t work, though I can highlight and press buttons and otherwise interact with 3d widgets (using a widget interaction component) - even those which also have the browser on them. Needless to say, it all works correctly on PC.
My guess is since both the web browser and the 3d widgets are considered experimental, it just can’t be expected to work right at the moment, considering the combination of factors?
I’m afraid that on mobile platforms we use the iOS and Android native web browser widgets directly and simply place it in the correct location on the screen, assuming 2D UMG. So it will not work as a 3D widget at all.
On Android it seems to be possible to render a web view offscreen and generate a texture which could then be used directly by a UMG image widget.
This would need a lot of work to implement a full solution including passing input and making it efficient enough to use every frame. But the simple case might work well enough for what you’re trying to do.