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;


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

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.