Description

Regression: Tested in Release-5.0, this issue occurs so it is not a regression.

This issue was first reported using the Automotive Materials assets, as the Anisotropy material on MI_Metal_Brushed would not render properly in each eye. This issue is only effecting what value Anisotropy is set to in the material, so the Automotive Materials assets are not required to test this issue. 

This issue also only occurs when Forward Shading is disabled, as with Forward Shading enabled both eyes render identical.

Tested on XR runtimes for Windows Mixed Reality and SteamVR. This issue occurs on both runtimes.

Steps to Reproduce
  1. Create a new VR Template project
  2. Create a new material
  3. Create a vector 3 with the values of (0.75, 0.75, 0.75)
  4. Attach the vector 3 to Anisotropy
  5. Save and apply the material
  6. Assign the material to one of the walls of the level
  7. Add a point light next to the wall
  8. In Project Settings, disable Forward Shading
  9. Save and restart the editor
  10. Play the level in VR Preview

Actual Result: In the left eye the light should be creating a long white reflection due to Anisotropy, but the right eye is showing the light creating a white circle on the material

Expected Result: The point light should be creating the same shape in both eyes on the material due to the Anisotropy assigned to the material

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Unresolved
ComponentUE - Platform - XR
Affects Versions5.1
Target Fix5.5
CreatedJan 10, 2023
UpdatedFeb 26, 2024