Can you guys head here and vote to get more eyes on this issue? forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528/62
@WildOxStudios4 ай бұрын
Update! UE5.4.3 hotfix breaks this again. forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528/32
@WildOxStudios5 ай бұрын
UPDATE: UE5.4.2 hotfix actually introduced a few more issues. kzbin.info/www/bejne/rmfZm5aimahkgaM
@MrDarkness-jx9jy5 ай бұрын
Normally, I can see the shadows in the preview, but when I package it as an apk, the shadows do not appear in Quest 3. What could be the reason for this?
@WildOxStudios5 ай бұрын
@@MrDarkness-jx9jy default Android scalability settings disable them. Also ue5 just has been broken unless you’re using metas ue5.3 branch. There are quite a few devs in my discord with vr builds and also discussions around this 😊
@MrDarkness-jx9jy5 ай бұрын
@@WildOxStudios Thank you for your answer. So is there a practical solution?
@WildOxStudios4 ай бұрын
@@MrDarkness-jx9jyI’ve posted a video on this
@SachaSilva-is6kn3 ай бұрын
@@WildOxStudios can you please share the link of the video i couldn't find it
@zyxit7 ай бұрын
This was a very helpful tip, thanks a lot for sharing! I'm seeing another issue - in the mobile preview (Vulkan Android / Quest 3) objects do not cast shadows from dynamic directional light. Using default VR Template settings. So far the only way I was able to get shadows to appear in the preview is by enabling "Support Movable SpotlightShadows" in Rendering. This however only works in preview but seems to be broken when running on the Quest 3 device. Any ideas on how to fix this?
@WildOxStudios7 ай бұрын
You’ll need to override the default scalability to enable shadows for shipping builds (if there isn’t another bug... as the following works in UE4.27 on quest 2 and quest 3) in config make an Android folder and inside add AndroidScalability.ini
@WildOxStudios Thanks for the suggestions. Have tried adding AndroidScalability file, also tried forcing scalability to Epic level through blueprint - sadly no luck on Quest 3. Mobile preview works just fine but on device no shadows. I think I also tried almost every possible permutation of render settings as well. Any chance you can share config folder of project where it works for you?
@WildOxStudios7 ай бұрын
@@zyxit I see your comment in my discord so I’ll continue conversation there but it’s working in 4.27 not ue5 so ill need to check the quest 3 on ue5
@tahun695 ай бұрын
5.4.2 has a bug atm in VR , your left eye doesnt show the right shadows while the right eyes does :/ probly no fix for that yet right?
@WildOxStudios5 ай бұрын
kzbin.info/www/bejne/rmfZm5aimahkgaM
@HilariousHaven246 ай бұрын
man thanks you soo much i love you for this❤ Can you please show us how to fix landscapes clipping while moving pkayer camera view? i can see my Landscape dispear and apear in my scene
@WildOxStudios6 ай бұрын
Usually landscape issues occur if you exhaust VRAM on your gpu. Could be nanite is enabled on your terrain along side Runtime Virtual Textures and your thrashing your vram. Try disabling these to see if they correct your issue.
@HilariousHaven246 ай бұрын
@@WildOxStudios soo u telling me to diable vram in my pc? i still got this bug when i packaging my game for mobile and this ony happened in mobile viewport and on my mobile