VR Expansion Plugin

Unreals widget doesn’t use the stereo layer as a display format, so no it wouldn’t change. There would have to be some difference in the oculus branch, but I don’t tailor my code to that branch as it has platform exclusive changes and may / may not have bugs that aren’t in the primary engine.

You can see if you can reproduce with a standard stereo layer component, and if so, report it to oculus as a bug specific to their branch.

You can also try turning on EpicsWorldSpace option on my stereo layer widget and see if that does anything, it uses a different method of locking the world space (off by default because it has been buggy).