Render view in VR seems buggy, how to resolve?

Hi everyone!
I’m new to both this forum and Unreal Engine in general. My goal was to create a virtual environment in VR. The problem is that as soon as I test the game in VR something strange happens: in the left lens I see as if there was a duplicate of the environment projected only on the shadow of the various objects. While on the right lens I don’t notice anything strange except for the shadows which seem a little darker than the ones originally set.

In addition to attaching some images or videos, here are some technical specifications:

  • Unreal Engine version: 5.3.0;
  • VR: Oculus Quest 2;
  • FPS range in edit mode: between 118 and 120;

Items created:

  • DirectionalLight (in stationary mode);
  • ExponentialHeightFog (in stationary mode);
  • HDRI Backdrop (in stationary mode);
  • PostProcessVolume (in stationary mode);
  • BP_VRSpectator (DEfaultSceneRoot and CameraMesh in movable mode);
  • InstancedFoliageActor (in static mode);
  • NavMeshBoundsVolume (in static mode);
  • RecastNavMesh-Default.
  • a lot of megascan nanite assets.

I’m so sorry for this low-quality video but I didn’t know how to film a single lens so I tried using the phone. Obviously ignore the vertical black bands that are due to the recorded screen but focus on the shadows and you’ll notice that there are elements inside that seem to move. They are those double images I mentioned before. Does anyone know any solution?

I don’t know how to share the video so I’ll temporally post a WeTransfer link here with the video inside: