VR-Template does not like MetaHumans?

Hello!

I found the few config tweaks that will make it work. This is 5.7 based on the VR template, but this will probably fix a few other versions too:

r.ForwardShading=False
r.MobileHDR=True
vr.MobileMultiView=False
vr.InstancedStereo=False
r.Shadow.Virtual.Enable=0

If that work for you, great! If that doesn’t, here’s a bit more on the “why” that will probably get you on the way to fix your setup:

The VR template is optimized so that low end devices like standalone experiences work out of the box. Additionally, some rendering features (lumen, nanite, SSGI…) usually optimize based on the assumption that there will be only one way to view the scene, but in VR it’s not the case, we have to render through both eyes!

So the first thing to do is to render through both eyes. This is of course costly, but can fix major rendering: vr.InstancedStereo, vr.MobileMultiView, check other *stereo* settings.

This fixed a few issues but the lighting was ugly. All templates except VR use deferred rendering, but VR uses forward rendering, for compatibility and performances. You can enable deferred rendering, allowing for lumen GI and reflections with r.ForwardShading. r.MobileHDR also helps.

This leaves the virtual shadow maps being shared between both eyes I think which is why I also disabled them r.Shadow.Virtual.Enable, at the cost of performance once again.