UE 4.26.0 - Oculus Quest 2 - Project launches (kind of) OK, doesn't start on Device

I’m new to the Q2 and starting my tests with the template project and on 4.26 experiencing the same issue (issue being 3 looping dots with a black scene).
Trying a few things now and will report back with results.

Worst case I guess I’ll test on 4.25. Something has to work…

I’ll also add that I can’t seem to use the “Launch” feature to deploy and run with the device connected to unreal. It never finishes the “Building” state and gets stuck trying to open the activity it seems. Anyone know anything about this? I’ll probably start a new thread on it if I can’t get anywhere.

EDIT: OLD

Quick update and something odd.

I made a new VR Template build on 4.26 set up everything but decided to leave Mobile HDR checked.
The template worked, I could mess around in the motioncontroller map.

Then I decided to uncheck Mobile HDR, restart editor, and try again.
Looping 3 dots.

Then I tried to check Mobile HDR, restart and still had looping 3 dots.

Perhaps something that 4.26 does isn’t really doing a good job with the restart there but still just making sense of this.

EDIT: NEW

Due to a mistake on my part for packaging to the wrong folder, I had used the build that had Mobile HDR disabled.

In short, keeping Mobile HDR enabled allows the unreal VR template to run well on the Quest 2 with no looping dots and a black screen.

That said I haven’t done further testing with print screen but might be related.

Also might be worth checking out some Oculus Specific VR samples since they recommend turning Mobile HDR off.