Is it impossible to achieve the floodlight effect shown in the picture when developing Quest3 MR using UE?


I am developing quest3 MR content using UE. I want to achieve the floodlight effect shown in the picture (the picture was developed using Unity). After my research, I found that enabling mobile HDR is necessary, but in actual operation, it may cause rendering issues, such as continuous black screen in the eyes. One of the solutions proposed was to disable the multi-view feature of the mobile device and modify the anti-aliasing method, etc. However, I verified that none of these methods worked. The official advice is not to enable mobile HDR. So, can I understand that currently when developing MR content for Quest 3 using UE, we cannot achieve the self-illuminating/bloom effects shown in the figure, which were achieved using Unity for development? This problem has been bothering me for over a year. thank you.

The self-luminous effect, shouldn’t that just require bloom? I don’t see how HDR is required to suggest an emissive object.