Issues with Using Stereo Layer on Oculus Quest 2: supports depth = true and no alpha channel = false

Hello,
I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false.

Problem:
With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled.

What I Have Tried:

  • Enabling and disabling various combinations of settings for supports depth and no alpha channel.
  • Configuring the widget material:
    • Blend Mode = Translucent
    • Separate Translucency = true
  • Updating to the latest version of Unreal Engine and Oculus SDK.
  • Using masks instead of alpha transparency.
  • Checking all standard rendering and post-processing settings in the project.

Project Settings:

  • Mobile HDR: enabled
  • MSAA: enabled
  • Custom Depth-Stencil Pass: enabled

Question:
Is it possible to use supports depth = true and no alpha channel = false for stereo layers on Oculus Quest 2? If so, what additional settings or steps are necessary to properly display transparency?

I would appreciate any help or recommendations on how to resolve this issue.

Thank you!

Try in the StereoLayer details unchecking the “Visible" chekbox in Rendering.