Combined (L+R Eye) Camera Position in Material for Oculus Quest

Using UE4.26.2 and I’m unable to find the custom HLSL to calculate the combined camera location. The [CameraPosition] node returns the location of either the Left or Right eye.

This custom HLSL worked in 4.19 but not any more;

  1. (GetInstancedView().WorldCameraOrigin + GetPrimaryView().WorldCameraOrigin) * 0.5f

GetInstancedView(0).WorldCameraOrigin, GetInstancedView(1).WorldCameraOrigin, and GetPrimaryView().WorldCameraOrigin all return the same location.