Split out of #615 on 2026-09-01. The build pipeline work must not be held up by this.
The first hydragon build (a copy of UE 5.7's TP_VirtualRealityBP template, cooked on fluffy-dumpling-87 on 2026-09-01) packages and launches, and it renders lit three dimensional geometry. It does NOT render the full template scene.
Evidence: the packaged build was run flat with -nohmd -windowed -ExecCmds="HighResShot 1280x720" through an interactive scheduled task. The capture shows a single lit sphere with a correct light and shadow gradient, on black. The rest of the VR template room is absent.
The log carries, repeatedly:
LogRHI: Error: Depth Stencil Format:
LogRHI: Error: 0x0
Proven: the project cooks, packages, launches, creates a rendering device, loads content, and draws lit geometry with working materials and a directional light. The render path is alive.
Not proven: that the scene is correct. A partial render is not a pass, and this must not be reported as one.
HighResShot.Depth Stencil Format: 0x0 errors point at a real RHI problem, possibly specific to running windowed in a scheduled task session rather than a normal interactive launch.VRTemplateMap_BuiltData.uasset ships with the template, but a cook can invalidate it.Whether the same build renders correctly in the headset over ALVR, in stereo. That is the real acceptance test, and it needs a person wearing quest-head-36afcd. Today that head is offline with a null xr_client_hostname, which cannot be set remotely.
The packaged hydragon build renders the full scene flat, with no RHI errors in the log, AND a person confirms a correct stereo view in the headset.
Related: #615, #428 (double Virtual Display Driver), #636 (packaging), #626 (XR lanes).