# CustomDepth Pass in Standalone VR 

**URL:** <https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694>\
**Category:** Rendering\
**Tags:** Android-Packaging, Vive, unreal-engine, question, OpenXR\
**Created:** [June 3, 2025, 8:52pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694 "2025-06-03T20:52:04Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![WillPinnacle](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WillPinnacle](https://forums.unrealengine.com/u/WillPinnacle)\
**Post date:** [June 3, 2025, 8:52pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694/1 "2025-06-03T20:52:04Z")

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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

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**Author:** ![motorsep](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/motorsep/32/918698_2.png) [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Post date:** [June 3, 2025, 8:55pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694/2 "2025-06-03T20:55:25Z")

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> [@WillPinnacle](#):
>
> Mobile Multi-View, Instanced Stereo

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.

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**Author:** ![WillPinnacle](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WillPinnacle](https://forums.unrealengine.com/u/WillPinnacle)\
**Post date:** [June 3, 2025, 9:00pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694/3 "2025-06-03T21:00:41Z")

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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

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**Author:** ![motorsep](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/motorsep/32/918698_2.png) [@motorsep](https://forums.unrealengine.com/u/motorsep)\
**Post date:** [June 3, 2025, 9:04pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694/4 "2025-06-03T21:04:10Z")

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> [@WillPinnacle](#):
>
> Is there any solution

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

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).

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**Author:** ![WillPinnacle](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@WillPinnacle](https://forums.unrealengine.com/u/WillPinnacle)\
**Post date:** [June 3, 2025, 9:08pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694/5 "2025-06-03T21:08:12Z")

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