The ScreenPosition(SceneTextureUV) node output differs depending on the BlendMode when using VR Preview with a HTC Vive (also happens with Standalone and “-emulatestereo”)
I wasn’t able to reproduce this issue in standalone with -emulatestereo.
I created a material with screenposition plugged into emissive and made an opaque and translucent version of the same material. I then stacked two cubes on top of each other and applied a material to each for comparison (you can’t see the seam so it looks like a rectangular prism rather than 2 stacked cubes).
I tested it in a blank project and had the same result as you did, but in the VR Blueprint I had the same problem. So it has something to do with the custom settings for VR.
Edit: The “Instanced Stereo” setting is the culprit. I guess it wasnt the default setting for the VR Blueprint in 4.13, thats why it worked with 4.13.
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