The issue here seems to be (at least I think trying to repro this on my
end) not the live texture portion of this (transparent live textures
stereo layers seem to work fine), but the fact that you checekd
SupportDepth (which in the current implementa...
You can comment out the codepath in if
(PrimitiveSceneInfo->NeedsReflectionCaptureUpdate()) with the ensure
that fails, or simply #ifndef PLATFORM_ANDROID it.
Hi. This is my bug. Thanks for finding it. The main issue was us just
trying to implement recentering in the engine instead of having half in
the engine / half in the runtime, and failing to account for the
differences between eye-level recentering (...