DrawDebug functions are rendered separately for each eye on VR

I am making a VR project for Oculus Quest 2.

Using following functions in C++:
DrawDebugLine
DrawDebugCrosshairs

When testing VR through Editor “VR Preview”, it seems to work fine. But when I build apk and run it directly on Oculus, I have two separate crosshairs drawn for each eye (with an offset between them). Same applies for debug lines.

Here it says that disabling instanced stereo option in project settings fixes it, but it didn’t for me (on UE5.1). Furthermore I believe it is not a good idea to disable instanced stereo for an Oculus game.

Is there a way to make them work properly in VR? It seems to me that it should be doable since it works properly in “VR Preview”.

I would appreciate any help.

FYI Same post on reddit: Reddit - Dive into anything

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