Stereoscopic images in VR 5.1.1

Hi. I’m trying to render pairs of stereoscopic images in VR, mapped onto a simple sphere. In the Quest 2 this Blueprint works for a ‘strip’ of stereo running down the centre of the display but both sides of this are 2D in the headset. This strip has a sharp line, making me think it’s a setting I’m missing.

IIRC the ScreenPosition node doesn’t output the half UVs for the eyes anymore.

I think the best option to switch based on eye is using a custom node outputting to a float1 with the code:
return ResolvedView.StereoPassIndex;

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Thanks so much, it works! Saved me hours (more) of frustration. Images shows working solution, for the record.

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Glad that you got it working. You can also remove that break out component node, since the custom node outputs a single channel.

@VictorLerp It might be a good idea to add an actual node for either getting the view index or switching off of it to the engine, since doing per-eye materials is a pretty common use case in VR.