The release notes in 5.3 mentions that Instanced stereo now works with nanite meshes in VR but I found a bug that causes it to stop functioning properly.
Here is the notes from 5.3:
Single-Pass Stereo Rendering for Nanite
Nanite can now render both stereo views in a single pass when Instanced Stereo Rendering is enabled.
- Nanite rendering is a multi-step process, and executing these steps for each eye separately is not optimal. Projects with ISR enabled can now have each step of the Nanite pipeline process both eyes at once, reducing the overall rendering time.
- You can use r.Nanite.MultipleSceneViewsInOnePass=0 to disable this technique in case you suspect it of introducing a problem.
I have created a skeletal mesh and attached a nanite mesh to a bone using the attach component to component node via blueprints. This allows my nanite mesh to move according to the animation file that is set on the skeletal mesh. This method (which I assume is a similar method used in the valley of the ancients demo) works but it introduces extreme flickering on the nanite mesh in my right eye. I was able to resolve this issue by disabling instanced stereo rendering.
I am hoping that this is just a bug and will be resolved in a future update since this is currently the only way to have animated non-deformable “nanite skeletons”.