does ue4 vr feature works based on monoscopic or stereoscopic method for the player camera

it is rather a technical question but i want to know if VR in ue4 uses a stereoscopic camera capture which means it has left eye and right eye capture concept and they project two slightly different images on the HMD screen before us or is it a normal 360 monoscopic image and if the later is true then is there a way to make the player camera a stereoscopic one?

After Testing it with multiple files i figured it was a stereoscopic view which is great as expected it gives more realistic feeling but still i can’t see how they can solve the focal point problem it drives me crazy when u bring things very close to your eyes it get distorted but maybe it’s just impossible to mimic the real eyes functions.