Problem with HRTF in VR game

Hello! I’m working on sound development for a game on Meta Quest 2. We’re using Unreal Engine, FMOD, and Steam Audio. We have an issue: when we listen to the gunfire sound within the engine, everything sounds good. But when we connect the Quest via Link or listen in the build, the gunfire sounds are more distant than desired. Even if we disable the Steam spatializer, the sound localization is still off and sounds different than it does in the engine without the headset. The same issue occurs with 2D stereo effects; the sound seems to be positioned in front of the listener.

What could be causing this problem?

I suspect Steam Audio isn’t present or working in the build for some reason, and there should be something in the log if this is the case.
Can you please tick Enable API Error Logging, set the Logging Level to “LEVEL LOG”, and share your game’s log after playing an event that uses Steam Audio?
You can upload the log to your FMOD Profile if you don’t want to share it here.

Android plugins have some fairly elaborate requirements for working with a UE build, so can you also please confirm that you are deploying the Steam Audio plugin to your build as outlined here Android | Deployment of Android plugins?