# UE5 VR Template Lighting issue occulus quest 2 (Android)

**URL:** <https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729>\
**Category:** XR Development\
**Tags:** Oculus, unreal-engine, UE5-0, Android, question\
**Created:** [April 17, 2022, 8:06pm UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729 "2022-04-17T20:06:48Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Hadrien-EST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/hadrien-est/32/478557_2.png) [@Hadrien-EST](https://forums.unrealengine.com/u/Hadrien-EST)\
**Post date:** [April 26, 2022, 6:11am UTC](https://forums.unrealengine.com/t/ue5-vr-template-lighting-issue-occulus-quest-2-android/531729/4 "2022-04-26T06:11:22Z")

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Thank @Kavan.

The linked issue is not the one I experience, My scene does not look darker but the lightmap textures dynamic range seams to not be the expected one.

I tried to turn on ‘Mobile HDR’ and the result looks like the UE4 build but with only a single eye rendered because this is currently not supported. [Quest 2 mobile build + HDR only renders half the camera view.](https://forums.unrealengine.com/t/quest-2-mobile-build-hdr-only-renders-half-the-camera-view/491667)

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