I really do hope that with time some more focus is put on this but as you’ve all stated Epic has been dealing with a ton of changes, larger world support, double floats, chaos, lumen, nanite etc… Hats off to them for sure for reaching for the stars with things like the Matrix demo and the new CWF city generator and MASS. Sometimes it does feel that things slip due to this (mobile, VR) and with all the pushes to cutting edge the lower end suffers (PhysX is likely the more optimized choice for mobile as well). I’m still using 4.24 for my PCVR project and did get 4.27 running/packaged to quest2 and just kind of breathed a sigh of relief.
I would recommend heading over to the oculus start discord “unreal” channel as we (UE devs, indies, VR community) go over these topics and more and do assist developers attempting to get through these hurtles.
On a lighter note Daffy has it all figured out