Update. That was the behaviour with PCVR (Quest2+link).
When exporting to Quest2 (standalone),things get worse. I can’t get " Supports Depth" working correctly. It either makes the layer show a black background, or you have to deactivate the checkbox, and then you can’t see your hands or VR controllers. The problem has been reported here and here (Meta Oculus site links).
In adition, Quest Standalone shows my stereo layers clear but with aliasing. Something that did not occur in the PCVR version.
If I try to work without stereo layers (which in fact would be better for me due to the limitation in number of stereo layers allowed), I’m finding dificulties to find workflows in Unreal that allow to easily follow many of the advices given by John Carmack to reduce UI antialiasing, and also those shown in this Oculus page. Speclally regarding the use of mipmaps with 3d Widgets’ textures.
Maybe it’s because all Oculus/Meta solutions -and explanations- are more oriented to Unity, and also undoubtedly my lack of knowledge of hard coded graphic solutions play a role here, but I assumed the path should be more paved to a more friendly and optimitzed UI solution for Unreal’s VR projects. The results I’m getting so far would clearly not allow me to ship a product.
I may give a try to the proposal given by dmolchanov here on this thread (thanks for your contribution, by the way!), but that would make me plug-in dependent, since I don’t have the necessary C++ skills to do it myself. I just whish Epic Games gave some more care about this with “out-of-the-box” straighforward sollutions. VR is slowly back in its growth track, and good quality 3D UIs will necessarily have a role in future apps and games.