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!