Meta Quest3 and mobile HDR issue on Unreal 5.5.4

Hi everyone,

I’m working on a VR project for the Meta Quest 3 using Unreal Engine 5.5.4.
When I enable Mobile HDR in the project settings (to improve bloom and overall visual quality), I get a strange distortion effect in the headset view — almost as if the focal length or lens correction is wrong. The entire scene looks warped.

I’ve already tried:

Disabling the Post Process Volume entirely

Checking camera FOV and making sure it’s set to default

Updating the MetaXR plugin and Oculus/Quest runtime to the latest available versions

Testing both with OpenXR and OculusXR setups

Nothing seems to fix this issue.
Without Mobile HDR everything looks normal, but of course I lose bloom and proper color grading.

Does anyone know why this happens, or how to properly configure Mobile HDR for Meta Quest 3 to avoid this distortion?
Any advice on settings or engine tweaks would be greatly appreciated.

Thanks so much in advance for your help!

Best regards,
Davide