One eye is black on Oculus mobile

UE 5.1, trying to set up simple VR interior scene for Oculus Quest 2 (Andriod mobile).

My problem is I have wierd bug of left eye being black inside andriod app (VR preview works fine). 2 eyes are only working if I have Mobile Multi-View ON. But that disables me from moblile HDR and any post-processing which kinda ruins the project as I can’t get desired visuals for the scene.

Documentation recommends enabling OpenGL ES2 with Mobile Multi-View, but if I try that my apk fails to build.

Any idea or workaround why I have both eyes working inside headset only with Mobile Multi-View enabled? And how can I get both eyes to work and have post-processing inside andriod app.

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I have nearly the same issue, however the right eye is black regardless of whether Mobile Multiview is on.

I can only get both eyes working with the Legacy Oculus SDK (which I can’t use due to its other limitations).

I was able to resolve the issue of the right eye being black screen by turning Instanced Stereo off in the Rendering → VR section. This worked regardless of whether or not Mobile Multiview was on.

edit: The idea for solving in this manner came from here:

Oddly I have it working now, only when Instanced Stereo is on and Mobile Multi-View is off

One additional thing I did was disable the now deprecated Oculus plugin and just kept Open XR

Hi @Aildon did you figure out how to solve this issue. It’s happening the same here in my project.

We did not. We had to abandon mobile and run the project from notebook (win 10 packaging).

The reason that worked for you is because the Open XR plugin is used for PC VR games. Oculus mobile uses a mobile renderer and uses multi-view instead of instanced stereo