Community Tutorial: Unreal Engine 5.5.x for Meta Quest VR

I would also highly suggest that everyone go to Project Settings > Rendering > Culling and UNCHECK OCCLUSION CULLING. This is a process performed by the GPU and is intended for beefy PC GPU’s. Occlusion Culling not compatible with mobile GPU’s “tile-based” architecture and can cause significant performance issues or even cause the GPU to freeze/lockup.

For Quest 3 / UE 5.5.4 projects, I’d avoid turning off Occlusion Culling as a blanket rule. It’s supported on the Adreno GPU and can be a net gain depending on content, so it’s better treated as a per-project optimization than a setting that should always be disabled.