Mixed Reality Status update

Hey there

can [USER=“1345”]Ben Marsh[/USER] or any of the Unreal Engine Devs working on the mixed VR Framework give us some information about when we can expect a working version and actually what we can expect?
I was quite excited when I upgraded to 4.19 and saw the mixed vr Framework Plugin. However, trying to actually use it turned out to be impossible. Not only is there absolutly 0 lines of documentation, the sample Calibration Map included in the Folder seems to be completly broken (or wrongly used by me, which I can’t really tell). I partly got it working one and even then the calibration process just seemed to be unuseable for any end consumer (way too much work and inconsistency compared to some simple Mixed VR Configurators out there for Unity Games). Also it seemed to actually only support in Engine Compositing (which produces Images way too dark) and would not output the depth/ background/ foreground (either per seperated output streams or split Screen). Making it potentially more user friendly, but also very limited in use (seriously, most pcs already struggle wirh vr alone, having to composite the images only on the same machine doesn’t seem viable atm). And well it crashed multiple times anyway (never got past the configuration of the controllers).

So is there actually any progress on this feature?
I guess having it “announced” (rather mentioned) almost 2 years ago and shown of on multiple events (including GDC) justifies some Updates or infos from time to time. It’s getting really frustrating (any approach we tried in Blueprints only projects so far resulted in a huge Performance hit and suboptimal solutions). We would already be happy with a simple way to draw out the needed Layers to the screen (4-Split) and then compose it in an external Software.