[Bug]? Fresnel on VR (oculus) : L/R eye different

Hi, I’ve got some questions regarding your answer, Roel.

What do you mean by Material Parameter Collection in particular? How can you retrieve the view direction of a specific eye camera of a helmet? And do you have to implement a Fresnel function using this particular VRViewDir on your own? And is there an engine update on this topic? Like a VR_Fresnel function?