Workaround is to remove the call to GetStereoLayersDirty in FSteamVRHMD::UpdateLayerTextures()
Create a stereo layer that uses a render target texture from a scene capture component.
Note that even though bLiveTexture is selected, the layer is not updated unless manually setting it as dirty.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45978 in the post.
|Component||UE - Platform - XR|
|Created||Jun 13, 2017|
|Resolved||Jun 13, 2017|
|Updated||Apr 27, 2018|