Recent Discussions
Passthrough Underlay No Longer Working on Meta Quest 3 with Latest Firmware and Quest Link Update
We are using Passthrough in our Unreal Engine project with the Meta Quest 3. Since updating both the headset and Quest Link to the latest version, the camera passthrough image always appears in the foreground, covering all other scene content. This issue does not occur when using a headset with firmware version v74 — in that case, the Passthrough Layer component works correctly and is rendered as an underlay as intended. Current Project and Passthrough Settings: Project Settings > Rendering Enable alpha channel support in post processing: "Allow through tonemapper" Anti-Aliasing Method: "Multisample Anti-Aliasing (MSAA)" Plugins > MetaXR Enabled: Passthrough Enabled Anchor Support Anchor Sharing Scene Support Meta Quest device support: All required devices added Support Experimental Features: Enabled VR Pawn Class OculusXRPassthroughLayer component added to Camera Component settings: Supports Depth: Enabled No Alpha Channel: Enabled Stereo Layer Shape: "Reconstructed Passthrough Layer" Layer Placement: Set to "Underlay" Problem: Despite the correct underlay configuration, the passthrough is rendered on top of all 3D content on the Meta Quest 3 with the latest update.0likes0CommentsNeed Help: Deploying a Preloaded VR Experience on Meta Quest
Hi everyone, We’re a large Architecture & Engineering firm working on a project where we’ve built a Baseball field environment in Unreal Engine for a client. They’ll experience it in VR using Meta Quest headsets, and it will also be used for fundraising. Our goal is to provide the client with preloaded Meta Quest headsets that allow them to: 👍Turn on the headset 👍 Quickly set up the guardian boundary 👍 Launch directly into the baseball field experience We want to avoid any extra steps, such as: 🛑Account setup or login 🛑 Horizon popups or other system prompts (besides the guardian setup) Has anyone done something similar? Is there a way to set up the headset in kiosk mode or another streamlined method? Any best practices for a frictionless experience? Are there contacts or resources we should reach out to? Any insights or advice would be greatly appreciated! Thanks in advance!Craigbarbieri.EC3 days agoHonored Guest1like2CommentsUE 5.5.1 v74 - Oculus Quest 3 not generating the PSO .upipelinecache file
We are using the Meta Fork of UE, 5.5.1 v74. I've followed through every single piece of online documentation I could find on how to get the PSO cache to work on the Quest 3. Nothing works. No pipeline cache file gets created on device. Has anyone gotten it to work? If so, how? Thanks! ScottSolvedSaltedSlug3 days agoExplorer0likes8CommentsReference Space Setup
Is there a way to simply reference my space from "Space Setup". In the headset under "Settings/Environment setup/Space setup" I saved a space called "Basement". I would like to use that information to align my level. I created a haunted house for my garage and I would like to just align my level to my space/play area for a real time walk-through. What are the steps in Blueprint to reference this information?UlringOfDeath5 days agoHonored Guest0likes1CommentUnreal Shared Anchor Sample
I'm running the Shared Anchors Sample as a Rift app via Air Link from PC. Anchors save locally, but I can’t share them with other users — the UserIDs array is empty during the session. I’ve set up the app in the Meta dashboard and have an App ID. How can I retrieve connected user IDs to enable anchor sharing in a multi-user session? I have a local game running on mutiple pc connected to mutiple vr. Player do join same session I can see cubes being replicated not in same place ofcourse.Muqeet.199912 days agoHonored Guest0likes0CommentsFade Track in Level Sequence not working after APK build for VR
Hi everyone, I'm currently facing an issue with the Fade Track in Level Sequence when running a project in Unreal Engine VR on Android. When I test the sequence using VR Preview in the Editor, everything works as expected — the Fade Track works correctly. However, after I build the project to an APK for VR (Android), the Fade Track no longer works. The sequence plays, but the fade effect doesn’t appear at all. I’m not sure why this happens only in the packaged build. Is there something I need to enable or configure for Fade Tracks to work on Android/VR? Any help or suggestions would be greatly appreciated. Thanks in advance! Engine: UE 5.5 Device: Meta Quest 3s Fade Track added to: Cine Camera ActorTuanDevTrai16 days agoHonored Guest1like1CommentUse Take Recorder to record animations from tracked hands
Hi everyone, I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC without having to manually animate hand poses. I was able to record animations from the official HandSample when using the controllers to manipulate the hand mesh. But when switching to hand tracking the hand poses are not recorded. Instead, only rotation and position of the hand component are stored in the sequence. I hope I managed to express what I am trying to achieve in a comprehensible manner. Has anyone tried to record hand animations from tracked hands using Take Recorder before and got it running? Or has an idea what I am missing? Thanks for your help!SolvedLaramena17 days agoExplorer0likes11CommentsSecurity Vulnerability "IP Sniffer script will show everyone's IP while playing multiplayer games"
If anyone runs this script below on their Quest 3 using developer mode & ADB will be able to see everyone's ip address in multiple multiplayer games. This is dangerous because if I'm able to run this script it opens the door for other scripts that could potentially be more dangerous in the future. It will show a HUD with a list of everyone's ip addresses in the lobby your currently connected to, and will refresh every time you join a different lobby in game. I've noticed when I'm the only player in a public or private lobby it will not show my IP Address until another player joins then it'll be shown along with the IP Address of another player. This is a huge issue because for hackers that use SSH Reverse shell can gain access to their devices see all their files it's bad. #!/system/bin/sh INTERFACE=$(ip route get 8.8.8.8 | awk '{print $5; exit}') MY_IP=$(ip addr show "$INTERFACE" | grep 'inet ' | awk '{print $2}' | cut -d'/' -f1) /data/local/tmp/tcpdump -i "$INTERFACE" -nn -c 200 2>/dev/null | \ grep -oE '[0-9]+\.[0-9]+\.[0-9]+\.[0-9]+' | \ grep -v "$MY_IP" | sort -u > /sdcard/peer_ips.txt IPS=$(cat /sdcard/peer_ips.txt) [ -n "$IPS" ] && termux-toast -g bottom -s "$IPS"SilentMan100117 days agoHonored Guest0likes3Comments