saldavonschwart
Level 3
since ‎08-04-2013
‎02-23-2021

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I'm working in an app for GearVR where I display a set of 'cards' in world space via UMG widgets. It looks something like this:The issue I have is that the cards look pretty aliased on the device in a number of ways. I explain now the issues and what...
I'm working on a GearVR app in UE4 (4.14.1 as of now). In the app, I download a somewhat large file (a 250mb mp4) and save it to storage. While this download and save is taking place, the player should still be able to look around in the VR world and...
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too.I'm attempting to get antialiasing working on a Galaxy S6 with GearVR, but I've spent the...
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts.Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text c...
I was looking at the native samples in the mobile SDK, specifically the 360 videos sample, hoping to see how video frames are decoded and uploaded to GL. I have an idea of how I would approach this, perhaps with libav and a few PBOs on the GL side, b...
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