4.15: SeparateTranslucency broken in VR

UE4.15 with the following settings does not properly render in VR



  • left eye = ok

  • right eye = ok, gets full res translucency rendered on top and ignoring depth test

see screenshot with r.SeparateTranslucencyScreenPercentage=10 to illustrate left eye is ok but right eye is ko

Hello AurelienK,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.

Link: Unreal Engine Issues and Bug Tracker (UE-42219)

Make it a great day

Thanks for your quick follow up!

Finally found I am not the only one with this issue. Initially I was thinking it’s something wrong with VR SLI and spent tons of the time debugging at PhysX’s side. Glad to know it’s under WIP.