Hi SupportiveEntity, thank you for reaching out. I’ve tried with both HP Reverb G2 (WMR) and with Vive Pro (Trackers) and the same thing happens on both. However, one oddity I noticed, is that if I use WMR when emulating a headset in Windows, UE5 doesn’t crash. The planar reflections turn on/off correctly when moving into the trigger volume. Might be significant, especially since there is only one ‘eye’ in the emulation? I haven’t turned forward rendering off as it will require a recompile of the shaders which takes hours, same for mobile HDR - this is switched off in my config. If it’s critical to try deferred rendering to diagnose the issue, please let me know and I’ll give it a go (and wait around while it recompiles! )