Square Artifacts at edges of Area Lights

Hey everybody! got a XR project on 5.7.4 and running into this interesting rendering behavior. there are square tile artifacts that appear to be relative to screen space and are present on the edges of area lights and also at the transition from passthrough (in AR) to rendered pixels. happens in both the editor and the packaged app on the headset (Apple Vision Pro) This project uses the VR template (Mobile, Forward Shading, No virtual shadow maps, No Lumen, etc.) with slight modifications to project settings. I have no baked lighting (all dynamic and movable). this does not occur for Point Lights or Spot Lights. these example screenshots use the default primitive shapes and this effect occurs regardless of the object’s scale, material, or UVs. Unreal is running on a Mac Studio as well.

I have tried adjusting all project settings that have to do with lighting, but can’t seem to track down the cause of this. any ideas?

Thanks in advance.