Does the unreal engine support the Cosmos Elite?

No matter what I cant seem to get Unreal engine to launch in VR. I have run the Room set up, standing and room scale, the plugin in is installed, and yet unreal crashes every time. The HMD shows that unreal engine is loading, but it crashes.

Reinstalled multiple unreal versions with no effect.

The only factor I can think of being different is if the Elite is supported or not…

Please help. I bought the headset just for use in the Unreal Engine.

Works with other games, and independently… just not with the editor.

Any luck with this? I’m experiencing the same. Version 4.24.

No luck yet. But were not alone brother. Lets get as much info as we can. And upvote for more viability.

Do you get the same error I do?

"
LoginId:*****
EpicAccountId:*****

Assertion failed: Mesh.IsValid() [File:D:/Build/++UE4+Licensee/Sync/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp] [Line: 79]

UE4Editor_Core
UE4Editor_Core
UE4Editor_SteamVR
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

"
Its pointing to a D:/ Drive that I dont have, everything is on C?

Post as much info, lets get this noticed and solved. Know anyway of getting more attention to this issue? (I wanna fix this).

Exact same error, whether in VR mode or running a VR preview. I submitted a crash report on the site, but not sure what else to do to get attention.

Assertion failed: Mesh.IsValid() [File:D:/Build/++UE4/Sync/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp] [Line: 79]

UE4Editor_Core
UE4Editor_Core
UE4Editor_SteamVR
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

the crash seems to be caused by SteamVR not retrieving occlusion meshes for cosmos elite hmd and then failing in SteamVRRender.cpp

static void DrawOcclusionMesh(FRHICommandList& RHICmdList, EStereoscopicPass StereoPass, const FHMDViewMesh MeshAssets[])
 {
   check(IsInRenderingThread());
   check(GEngine->StereoRenderingDevice->DeviceIsStereoEyePass(StereoPass));
    
   const uint32 MeshIndex = GEngine->StereoRenderingDevice->GetViewIndexForPass(StereoPass);
   const FHMDViewMesh& Mesh = MeshAssets[MeshIndex];
   check(Mesh.IsValid()); // crash here

Unfortunately, I can’t test it directly, but I’m pretty sure that

const vr::HiddenAreaMesh_t LeftEyeMesh = VRSystem->GetHiddenAreaMesh(vr::Hmd_Eye::Eye_Left, MeshType);

is returning a 0 triagle count mesh.

https://github.com/ValveSoftware/openvr/wiki/IVRSystem::GetHiddenAreaMesh

can anyone test if adding

[/Script/Engine.RendererSettings]
vr.HiddenAreaMask=false

to engine.ini or defaultengine.ini can be a workaround?

ok, I was able to test it with a user, disabling hidden area mask as stated above, solve the crash.

I’ve also reported the issue to Valve

https://steamcommunity.com/app/250820/discussions/3/2268069450209381177/

Thanks for the amazing technical detective work. Unless someone can post a easy tutorial (Im a virtual production student, not a programmer) I may have to wait for a fix from Valve or Epic.

just put this in the DefaultEngine.ini (config folder) and restart the engine

[/Script/Engine.RendererSettings]
vr.HiddenAreaMask=false

Thank you! It works! You just opened up a new world of story telling via Virtual Production/VR for me.

1 Like

you are welcome! mark this as the correct answer

Hi all, the issue has been addressed with Beta 1.0.12.2 released for Vive Console.
Please refer to below link on how to join Beta channel.

https://developer.vive.com/resources/knowledgebase/joining-vive-cosmos-beta-program/