Windows Mixed Reality plugin bug

Hi! Yesterday I tried to use a Windows Mixed Reality headset (the Lenovo Explorer) in a project and found this render bug. I have spent a day looking for a solution but haven’t found it yet.

If I disable the WMR plugin and enable the SteamVR one everything works as expected, but for some reason with the WMR plugin enable a black triangle appears as shown in the pic. This happens both in the editor and if I create a standalone package. And I prefer not to need SteamVR because I want to deploy the project in a computer without Steam.

The thing that intrigues me the most is that without changing anything in the project, this bug sometimes appears and sometimes not. Usually the first few tries after an editor restart present the bug, and after that it disappears.

Does anyone have a clue about why this happen and how to solve it? Thanks

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

I got the same problem with Mixed Reality plugin

I never had that issue until today. But only happened on one packaged project. I went back into the engine without my WMR HMD plugged in and WMR Portal off/closed, re-package the project, close ue4, and then plug in the WMR HMD and open up WMR Portal, then open your project. Should work. Let me know if you have ran into the issue of your spectator window only showing one eye (square or circle) shot. Trying to make it full screen but nothing is working.

I saw this issue on my NUC (Radeon RX Vega M GH) and didn’t see it on my other machine(s) with Nvidia 1060 cards.
I haven’t found a “clean” way of dealing with it, but what this is is the hidden area mask doing bad things.
So, the way I got that to stop was to create a nasty hack to execute the console command “vr.HiddenAreaMask 0” on BeginPlay.

I’m sure there’s a better way, but now you have a bandaid :slight_smile: