VR preview fails to enable HMD every second run

Hi,

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. :slight_smile:

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.

Hello,

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Thanks

Yeah this is still happening

4.26.2 / HTC Vive and this is still happening as well. Also IsHeadMountedDisplayEnabled returns true everytime, even if HMD is stuck at origin.
However, when starting in “standalone game” in separate process, it is working everytime.