CustomDepth Pass in Standalone VR

Hello, I have a VR app that I am successfully able to package and run on a VIVE Focus Vision as a standalone android app. The only issue I am running into is that my post processing, mainly CustomDepth Pass and Stencil Value don’t seem to properly work in an Android build. While doing research I found that enabling Mobile HDR may have solved this, and it did allow the post processing to work, but it also lead to my VR headset rendering only 1 eye, or both eyes rendering as the left eye.
Does anyone know what config of settings will allow me to have normal VR with post processing?

Here is a list of configs I’ve tried:
Mobile HDR, Mobile Multi-View, Instanced Stereo
Mobile Multi-View, Instanced Stereo
Mobile HDR
Mobile HDR, Instanced Stereo
Mobile HDR, Mobile Multi-View

these are the same things. Mobile multi-view is for mobile only, while instanced stereo is for desktop only. One doesn’t affect the other.

Well that is good to know, I’ve had both enabled the whole time. In that case, my issue is that while using Mobile Multi-View and Mobile HDR, the left eye is duplicated for both eyes. If I only use Mobile HDR and no Mobile Multi-View, I of course only get 1 eye rendering anything. Is there any solution

It’s a known issue and since it hasn’t been fixed since … UE4, it will never be fixed :frowning:

The only known version where Mobile HDR works (with mobile multi-view) on Quest 2 and 3 is UE 5.4.3 v68/v69 (Meta’s fork).

Unfortunate to hear, guess I’ll find a non-post processing way to do highlights and outlines. Thank you!

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