Unreal Engine 4.27.2 OculusVR branch, not work right eye in Vulkan on Meta Quest 3.
I compiled the engine from https://github.com/Oculus-VR/UnrealEngine/tree/4.27
This old article explains how to enable a stripped-down version of post-processing:
But, first, when i set r.Mobile.TonemapSubpass=1 how told in article, editor viewport set to blue and nothing see.
Second, if i set r.Mobile.TonemapSubpass=1 from blueprint, then on device Quest 3, mobile tonemapping turn on in Vulkan, but right eye not work. If i switch to OpenGL ES3.1 tonemapping not work, but right eye work. Very strange, do Quest developers test their solutions on new devices? Maybe I configured something incorrectly, where i can see an example project with a working tonemapping on UE 4.27.2? In download section nothing.
