Meta Quest Passthrough for VR Scouting

I am trying to create a modified version of the VR Scouting tool that uses the Passthrough system from the Meta XR plugin. It requires I switch the Engine Render settings to allow alpha channel through tonemapper for the passthrough effect to work. Unfortunately I get the following error:

LogXRCreativeEditor: Error: Unable to initialize XR Creative mode: r.PostProcessing.PropagateAlpha must be set to 0 (and requires an engine restart)

Is there a way to bypass this? Thanks!

TLDR; This has been fixed on UE5/Main already, but you’d have to compile the MetaXR plugin for that version of the engine (and it might not)