World Displacement on Quest VR

I’m looking at the docs on this page about using World Displacement and Tessellation. But, this is confusing for the Quest which is both an Android device and can use forward rendering. It says mobile can not use these features but VR with forward rendering can. When it comes to the Quest, which is it?

I’m using UE 4.25 and while packaging to the Quest, my material that has World Displacement and Tessellation seems to be running into troubles. It keeps giving me the ‘adjacency information not built for static mesh with a material that uses it’ error even though the meshes that use it already have this box checked on import. I’m also using forward rendering.

This isn’t entirely helpful to your post, but I wanted to share my experience. Hopefully someone has a solution!