4.19 - Instanced stereo rendering corrupts right-eye when using tessellated materials

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:

  • Create blank project

  • Enable Instanced Stereo Rendering in “Project Settings → Engine → Rendering”

  • Create a material

  • In the material graph, create a Texture Sample node and assign any image (e.g. a Normal texture)

  • Create a WorldPositionWIthScale node and connect the XY attribute to the UVs attribute of the Texture Sample

  • Create a Constant Node and connect it to the “Divisor (V3)” attribute of the WorldPositionWithScale node. Set it to 1000

  • Connect the top output attribute of the Texture Sample to the Normal attribute of the Material

  • For the Material, under Tessellation settings, set the D3D11Tessellation Mode to “PN Triangles”

  • Assign material to the Floor mesh in the scene.

  • Start VR Preview

Result: The right eye shows an unexpectedly distorted view of the texture.

Hello,

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Thanks