Scene Capture 2D to Render Target does not appear to work on Oculus Quest 2 with Mobile Multi-View enabled

Despite the fix described in Unreal Engine Issues and Bug Tracker (UE-75839) still seeing the black texture outcome in UE V4.26.1 on an Oculus Quest 2 specifically. Disabling Mobile Multi-View causes the scene capture to work as expected. Is there a way to re-open that ticket? I’m not sure what other information I could provide, but happy to talk it out with anyone who can address the problem. Thanks!

Hi, I have a similar issue. I can’t draw anathing into a render target when multi-view is enabled on Oculus Quest. Did you find any solution for this?

Same here…

I believe I am having the same problem, although my version is 4.25.4 and the link says the affected versions for 4.25 was only 4.25.3

I managed to make it work.

Hardware: Oculus Quest 2
Engine: Unreal Engine 4.26.2

Android SDK: 23 - 25

Android Graphics API: Vulkan //ES3.1 doesn’t render any Scene Capture if Multiview is activated

Multiview: True

Forward Shading: True

Mobile HDR: False

Scene Capture Component - Capture Source:


  • SceneColor (HDR) in RGB, Inv Opacity in A
  • SceneColor (HDR) in RGB, 0 in A
  • SceneColor (HDR) in RGB, Depth in A
  • SceneDepth in R
  • DeviceDepth in RGB
  • Normal in RGB (Deferred Renderer only)
  • BaseColor in RGB (Deferred Render only)

Non functional:

  • Final Color (LDR) in RGB
  • Final Color (HDR) in Linear sRGB gamut
  • Final Color (with tone curve) in Linear sRGB gamut

I had FinalColor LDR set, changed it to SceneColor HDR worked perfectly. Thank you.

Note: Final Color HDR works if Mobile HDR is set

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