Since I haven't upgraded my VR rig yet, and still use my old Oculus DK1 I was pleasantly surprised that it worked out of the box with the latest Oculus 0.7 driver and Unreal Engine 4.9 under Windows 7.
This spring and summer Otoy did a competition called Render The Metaverse and I wanted to view some of the resulting images in VR - since that was the premise of the whole competition. If you own a Gear VR you are in luck, but unfortunately, as far as I have been able to find out, there's no viewer for these stereoscopic cube map images available for the Rift. This was an excellent opportunity to check out how hard it is to develop something in Unreal Engine.
|Singe eye cube mapped|
The solution here was to create a shader that detects which eye that is being rendered and provide the correct texture. After some searching I found the magic node to be the "ScreenPosition" node. We only need the horizontal component so make sure you add a "BreakOutFloatToComponents" node before feeding the output to the "If" node.
|Shader graph network|
|Ouput to VR-goggles|
Further testing needed.