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"Get Available Display Frequencies" returns an empty array

Hey there,


When I call the "Get Available Display Frequencies" function exposed via a Blueprint in the Unreal Engine integration, I always get an empty Float Array back. Any ideas why that might be? Looking at the source code, it looks like it falls back to doing that if it doesn't recognize the HMD, but I'm debugging from an Oculus Quest 2.


I'm testing on the Oculus fork of UE on the 4.27 branch, with AppSW, Phase Sync, and Late Latching active.