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Camera Fade doesnt work on Oculus GO

Hello. I am doing a basic start camera fade. When I play it in simulate, it works perfect, but when I launch the app to Oculus Go and try the fade inside, it doesnt work.

I have tried to activate the bloom in the default postprocess settings but it havent worked.

Anyone knows why occurs this and how can I make to work?

Thanks for your time!

Product Version: UE 4.19
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asked Aug 08 '18 at 11:38 AM in Rendering

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avatar image mightyenigma Aug 26 '18 at 06:31 PM

I think on Unreal version below something like 4.11 (can't remember exactly which one) bloom is disabled for splitscreen - maybe this applies to VR as well?

avatar image Bahamut1892 Aug 27 '18 at 10:58 AM

I tried that too. I changed the Bloom property to true in the project settings and it didnt worked

avatar image mightyenigma Oct 25 '18 at 06:54 PM

For the split screen bug the project settings wont help. I had to build a custom version of the engine. I hope vr problem is not that bad.

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Just to get things fading I have added a Widget to the pawn which contains a 'Color and opacity' track on an empty image covering the complete widget. When I want to fade in or out, I just play this animation.

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answered Oct 17 '18 at 10:38 AM

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