SceneCapture2D messes up mesh rotation in VR

Hi there,

I have a motion controller with a custom hand in my VR scene. The moment I drop in a SceneCapture2D and assign a RenderTexture to it my hand’s rotation of the mesh is like tripled. I am now trying to fix this for like 3 days and have absolutely no idea why this is happening.

Some things tell me that it has to do something with the way the hand is rendered through the VR Camera
I attached cubes to all layers of the blueprint that happend to have the correct rotations
I removed the animation blueprint from the hand which had no impact at all
and the animation of the hand looks completly normal through the separate SceneCapture/RenderTexture

Do any of you guys have an idea? Would really help me to get some input :slight_smile:
thank you!!!
cheers,
joe