I’m using drawing some texts using UCanvas:: DrawItem and also a DrawTexture in a HUD blueprint and, as expected, it looks doubled when I’m using the HTC Vive headset. But I was really surprised when I plugged a Occulus DK2 and the same project (without any changes) showed the text and the texture correctly.
Do anyone knows why it looks correct? Is the Occulus plugin applying some offset to the render for each eye? If this is the case, which focal distance is using and based on what?