Strobing effect and doubly rendered border on my left eye

Hey there I am struggling with these issue. There’s like a strobing effect on my left eye. If I close my left eye its fine. I’ve tried disabling instanced stereo and mobile multi view with no luck. I also made sure to turn of Lumen and Nanite. Still the same result. I’m just running the demo scene with no changes. I just loaded in the Meta XR, Meta Platform Plugin, and Open XR plugin. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3

One detail that isn’t quite visible in the video above is the the flashing region shows the perspective of a static camera that isn’t tied to my head movement.

I think this is related to spectator screen somehow. . My additions didn’t help though…

#include "MyGame/MyGamePlayerController.h"
#include "HAL/IConsoleManager.h" // Make sure to include this header
#include "HeadMountedDisplayTypes.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "IXRTrackingSystem.h"
#include "IHeadMountedDisplay.h"
#include "ISpectatorScreenController.h"
#include "DefaultSpectatorScreenController.h"

#include "Misc/CoreDelegates.h"

void AMyGamePlayerController::BeginPlay()
{
    Super::BeginPlay();
    // Now that the controller is active, the XR system should be fully initialized.
    UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Disabled);

    if (auto System = GEngine->XRSystem)
    {
        if (auto HMD = System->GetHMDDevice())
        {
            if (auto Controller = static_cast<FDefaultSpectatorScreenController*>(HMD->GetSpectatorScreenController()))
            {
                UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Disabled);
                // Schedule the update to run on the render thread.
                ENQUEUE_RENDER_COMMAND(FUpdateSpectatorScreenMode)(
                    [Controller](FRHICommandListImmediate& RHICmdList)
                    {
                        Controller->UpdateSpectatorScreenMode_RenderThread();
                    }
                    );
                UE_LOG(LogTemp, Warning, TEXT("SpectatorScreenMode forced to 0"));
                return;
            }
            UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator screen controller"));
            return;
        }

        UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator screen hmd"));
        return;
    }
    UE_LOG(LogTemp, Warning, TEXT("Failed to retrieve spectator system"));
}