if its disabling the plugin it won’t work right. If you’re using a custom branch remove the engine version field from uplugin file and make sure your project has socket.io client plugin as a dependency in the uproject file.
With those, recompile your project and it should re compile the plugin for your engine version.
Usually when I dev quest stuff I just use a canonical engine version and select android as build target with relevant oculus plugins enabled, so YMMV.