Hi, I am having the same problem as this thread here: [HTC Vive] Right Eye rendering corrupted with Instanced Stereo Rendering - XR Development - Unreal Engine Forums
Apparently it was fixed in 4.13 but I am experiencing it in 4.19.2 with the Oculus Rift.
I have copied repro steps from fhernand’s post:
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Create blank project
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Enable Instanced Stereo Rendering in “Project Settings → Engine → Rendering”
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Create a material
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In the material graph, create a Texture Sample node and assign any image (e.g. a Normal texture)
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Create a WorldPositionWIthScale node and connect the XY attribute to the UVs attribute of the Texture Sample
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Create a Constant Node and connect it to the “Divisor (V3)” attribute of the WorldPositionWithScale node. Set it to 1000
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Connect the top output attribute of the Texture Sample to the Normal attribute of the Material
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For the Material, under Tessellation settings, set the D3D11Tessellation Mode to “PN Triangles”
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Assign material to the Floor mesh in the scene.
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Start VR Preview
Result: The right eye shows an unexpectedly distorted view of the texture.