SceneCapture 2d has black bar on render target in VR only

I was attempting to set up spectator screens to capture some VR gameplay footage from different angles and I am seeing this artifact.
A few details:
*It only occurs in VR mode
*The black bar is actually in the texture generated by the render target
*The width and position of the black bar is determined by a ratio of r.ScreenPercentage and the render target size:

For a 1920x1080 render target r.ScreenPercentage 143 moves the bar fully to the right. As the r.ScreenPercentage gets smaller it moves to the left.

Image of the render target itself captured during play:

I’m using a Rift, 1070, and latest nvidia driver.

Hi Alec - I have the same issue. I created a bug report and Epic just accepted it. Can you give your vote? Thanks!

Same issue here, thanks for submitting the bug report [vote up!]

I managed to make it work.

Hardware: Oculus Quest 2
Engine: Unreal Engine 4.26.2

Android SDK: 23 - 25

Android Graphics API: Vulkan //ES3.1 doesn’t render any Scene Capture if Multiview is activated

Multiview: True

Forward Shading: True

Mobile HDR: False

Scene Capture Component - Capture Source:

Functional:

  • SceneColor (HDR) in RGB, Inv Opacity in A
  • SceneColor (HDR) in RGB, 0 in A
  • SceneColor (HDR) in RGB, Depth in A
  • SceneDepth in R
  • DeviceDepth in RGB
  • Normal in RGB (Deferred Renderer only)
  • BaseColor in RGB (Deferred Render only)

Non functional:

  • Final Color (LDR) in RGB
  • Final Color (HDR) in Linear sRGB gamut
  • Final Color (with tone curve) in Linear sRGB gamut