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

Only post process effect available for Meta Quest are through Tone mapper, because a normal Volume post process do not work in Forward Render with Multiview.
And do not even try to use HDR, as you can see is all a mess and no, there is no fix for that.

Tone Mapping