Interior Cubemap function affects mipmapping on Quest 3

I’ve stumbled on really weird bug/unexpected behavior. Whenever I use material with InteriorCubemap function in a level (or marketplace InteriorMapping alternative) almost every texture in a level doesnt load past very blurry mip in a packaged build running on Quest 3. It doesnt matter how many meshes in a level use this material, the end result is the same - everything turns to a blurry mess. When this material is not present in a level every texture loads fine, also the size of a packaged build is reduced by 60 (!!!) mb. How could a small material function so dramatically increase build size? Cubemap itself is just 2mb. I tried packaging project in Epic UE 5.3.2 and oculus fork 5.3.2 - same results. It was functioning properly in Epic UE 5.1.1, but it was built for different headset - Pico Neo 3. Anyone got an idea, what could be possibly going on?

Figured this out - I forgot that ive replaced fake reflection cubemap in material instance and havent limited the size of it in texture properties, hence 60 mb increase in build size and choking vram.