Emissive material not visible in VR pass-through (Meta XR / Quest 3)

Hi, I’m working on a VR mixed reality project using Meta XR (Quest 3) in Unreal Engine 5.

I noticed that emissive materials (even with high intensity) are not visible when seen directly over the pass-through background — they only show up when there’s virtual geometry behind them. This includes both static meshes and Niagara ribbons using additive or translucent materials.

Is this a known limitation with pass-through rendering on Quest 3?
Does anyone know a reliable way to make glow-like effects (that normally rely on emissive) actually show up over the real-world background?

Thanks in advance for any insights or workarounds!

Since the frame is alpha blended with the passthrough by the system compositor after rendering, it’s not possible to do true additive blending with it inside the game. This is a limitation with pretty much all compositor-based passthrough systems. It will only blend in areas with opaque alpha written to them. You’d have to fake it with a blend mode that writes alpha, like Translucent or Masked.