# UE5.4 (and 5.4.1) shadows are broken in VR (VR Template, default settings)

**URL:** <https://forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528>\
**Category:** Issues and Bug Reporting\
**Tags:** unreal-engine, bug-report\
**Created:** [May 5, 2024, 4:54pm UTC](https://forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528 "2024-05-05T16:54:55Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![Mr\_TeeF](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mr\_TeeF](https://forums.unrealengine.com/u/Mr_TeeF)\
**Post date:** [June 7, 2024, 1:04pm UTC](https://forums.unrealengine.com/t/ue5-4-and-5-4-1-shadows-are-broken-in-vr-vr-template-default-settings/1841528/9 "2024-06-07T13:04:41Z")

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> [@HH\_Hidden\_HH](#):
>
> **New**  
> **File:** _Engine/Shaders/Private/ShadowProjectionPixelShader.usf_
> 
> ```auto
> float4 ShadowPosition = float4(0, 0, 0, 0);
> 
> #if ((MOBILE_MULTI_VIEW || INSTANCED_STEREO) && SHADING_PATH_MOBILE)
> ShadowPosition = mul(ScreenPosition, ResolvedView.MobileMultiviewShadowTransform);
> ShadowPosition = mul(ShadowPosition, ScreenToShadowMatrix);
> #else
> 
> ```

They have implemented this change in 5.4.2 but my left eye shadows is still gliching.

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