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VR preview fails to enable HMD every second run


I am not sure whether this is an intended behavior and I am just "holding it wrong", but I am having problems getting the HMD to be reliably enabled every time when I run the VR preview. I am using Oculus Rift and I can reproduce the problem by simply:

1) Create new project; select Virtual Reality template (blueprint); click Create Project,

2) optionally, open MotionControllerMap (not required, but illustrates the problem better),

3) run VR Preview,

4) close the preview using Alt+F4,

5) run VR Preview again (and repeat from step 4 if needed).

For me, this results in working VR preview in step 3 and stationary camera on the ground in step 5. If I run the preview repeatedly, it alternates between working and not working state.

When in the not working state, IsHeadMounterDisplayEnabled returns false, so I tried to add a call to EnableHMD from event BeginPlay, but it did not help. When I "brute force" the issue by calling EnableHMD repeatedly from event Tick, I can get the HMD enabled and working every time, but this is obviously an ugly hack and not a proper solution. :)

When I run it as Standalone Game, the HMD also does not work, but I assume that is a different issue, since "forcing" EnableHMD does not help in this case.

Product Version: UE 4.20
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asked Aug 13 '18 at 01:47 PM in Bug Reports

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avatar image Jeff A ♦♦ STAFF Aug 16 '18 at 07:13 PM


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