Meta Quest 2 crashing when using Groom Assets

I’m using MetaHumans with Groom assets as Hairs, Eyebrows and such, but it crashes at any time there’s a Groom in scene specifically on Quest 2 (PC works fine).

The output log is the following:

[2023.05.23-17.09.15:069][805]LogAndroid: Error: === Critical error: ===
[2023.05.23-17.09.15:069][805]LogAndroid: Error:
[2023.05.23-17.09.15:069][805]LogAndroid: Error: Assertion failed: TaskContext.View->DynamicPrimitiveCollector.IsPrimitiveProcessed(PrimitiveIndex, GPUScene) [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Renderer/Private/MeshDrawCommands.cpp] [Line: 1405]
[2023.05.23-17.09.15:069][805]LogAndroid: Error: Dynamic Primitive index 2147483647 has not been fully processed. It may be an invalid index for the collector or it has a pending GPU write.
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750A8763A0 libUnreal.so(0x00000000104453A0)!FParallelMeshDrawCommandPass::BuildRenderingCommands(FRDGBuilder&, FGPUScene const&, FInstanceCullingDrawParams&)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750AE0A984 libUnreal.so(0x00000000109D9984)!FProjectedShadowInfo::RenderDepth(FRDGBuilder&, FSceneRenderer const*, FRDGTexture*, bool, bool)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750AE0C670 libUnreal.so(0x00000000109DB670)!FSceneRenderer::RenderShadowDepthMapAtlases(FRDGBuilder&)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750AE0E548 libUnreal.so(0x00000000109DD548)!FSceneRenderer::RenderShadowDepthMaps(FRDGBuilder&, FInstanceCullingManager&)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750A8AA610 libUnreal.so(0x0000000010479610)!FMobileSceneRenderer::Render(FRDGBuilder&)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750AD81574 libUnreal.so(0x0000000010950574)Unknown
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x000000750AD84650 libUnreal.so(0x0000000010953650)Unknown
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007507A31938 libUnreal.so(0x000000000D600938)!FNamedTaskThread::ProcessTasksNamedThread(int, bool)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007507A2FBF4 libUnreal.so(0x000000000D5FEBF4)!FNamedTaskThread::ProcessTasksUntilQuit(int)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007507A2ECB4 libUnreal.so(0x000000000D5FDCB4)!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x00000075096040BC libUnreal.so(0x000000000F1D30BC)!RenderingThreadMain(FEvent*)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007509630C2C libUnreal.so(0x000000000F1FFC2C)!FRenderingThread::Run()
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007507BD14E8 libUnreal.so(0x000000000D7A04E8)!FRunnableThreadPThread::Run()
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007507A2B690 libUnreal.so(0x000000000D5FA690)!FRunnableThreadPThread::_ThreadProc(void*)
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007617F10DF0 libc.so(0x00000000000DDDF0)Unknown
[2023.05.23-17.09.15:069][805]LogAndroid: Error: [Callstack] 0x0000007617EBD030 libc.so(0x000000000008A030)Unknown
[2023.05.23-17.09.15:069][805]LogAndroid: Error:
[2023.05.23-17.09.15:069][805]LogAndroid: Error:
[2023.05.23-17.09.15:069][805]LogAndroid: Error:
[2023.05.23-17.09.15:069][805]LogAndroid: Error:
[2023.05.23-17.09.15:080][805]LogExit: Executing StaticShutdownAfterError
[2023.05.23-17.09.15:082][805]LogAndroid: FAndroidMisc::RequestExit(1)

It seems this bug exists since 4.26, but it’s not clear whether there’s a solution to it yet. Is the only alternative using static meshes on Quest?

As far as I know, at the time of this video, Groom was not working properly on quest 2, but they suggested an alternative solution for this until it is implemented. I think it was mentioned towards the end Q&A session.