I was testing performance in Gear VR and basic test scene with single static mesh. The mesh looked fine in the Editor, but on the device it had missing triangles. So I wanted to take screenshots (in addition to sharing project) and show them to Oculus.
You're trying to use the Shot command (https://docs.unrealengine.com/latest/IN ... index.html), which hasn't added support for VR eye buffer capture yet. It's taking data from an unused buffer that apparently has garbage data in it. We'll implement that before too long, but it isn't there yet.
Today, your best bet is to use FHighResScreenshotConfig::SaveImage(..) (see https://answers.unrealengine.com/questi ... -a-fi.html) or capture the windowsurface contents with Android's built-in screenshot utility using PrtScr on a bluetooth keyboard or similar.