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ISDK hand tracking issues
I posted this on reddit already. I am having issues implementing hand tracking with Meta XR Plugin and ISDK in UE5.5. Have tried both the ISDK sample project and setting things up from scratch according to the docs. I did it on two different PCs. I am using Virtual Desktop on my Quest Pro. Handtracking inside Horizon Os and VD works perfectly fine. Even when I have no controller in my hand it would show the controller setup. I am able to grab stuff with that crooked hand but pinching does not seem to work, however, I can access the menus by rotating my hand and tabbing. If I set hand tracking to "Hands only", it would neither show hands nor controllers but I can still access the menu using the mentioned gesture. Any idea what is going on here?erik.erik.1236 months agoHonored Guest79Views0likes0CommentsGrabbed object with custom pose "wiggles" when moving controller or hands rapidly back and forth
I posted an issue at https://github.com/oculus-samples/Unreal-InteractionSDK-Sample/issues/16 but adding here for visibility also. I found that if I grabbed an object with a custom pose and moved the controller back and forth quickly the grabbed object doesn't seem to to track my virtual hand quite right. It kind of looks like the object "wiggles" or jiggles/lags behind the hands. This was only happening with pose mode set to "Snap Object to Pose". I tracked it down to CalculateInteractorSnapTransform() in OculusInteraction\Private\Interaction\Grabbable\IsdkGrabTransformerComponent.cpp but I'm not sure the best way to fix. I notice some of the other branches in UIsdkGrabTransformerComponent::UpdateTransform() end up calling TransformTarget->SetRelativeTransform(TargetRelativeTransform); which doesn't exhibit the issue. Hands tracking also seems to have the same issue. I asked Gemini for a solution and it suggested this code: FTransform UIsdkGrabTransformerComponent::CalculateInteractorSnapTransform( FTransform& TargetTransformIn, FTransform& InteractorTransformIn) { const FTransform OffsetInverse = InteractorSnapOffset.Inverse(); const FTransform FinalTransform = OffsetInverse * InteractorTransformIn; return FinalTransform; } It did fix the problem, but I'm not sure what other purposes the original code had as it was more complex. Thanks!trs706 months agoStart Member46Views0likes0CommentsUE DEBUGGING Advice
Looking for some advice on how to Debug my standalone game. I have my game (UE 5.5.4) that until recently was compiling with no problems and the build was working on my headset. It recently stopped working completely and crashes as soon as the app starts on the headset. I tried migrating my project to a fresh install and same result. I have been trying to debug the problem but struggling to work out what tool I need to use. Have tried using the Meta Dev App/Device Logs but I cannot see what exactly in the warnings is triggering the crash when the app starts. As far as I can see nothing specific to my game is flagged in the warnings. If I run the app in UE using the Meta simulator it runs fine. If I run it via VR PREVIEW/PIE it runs fine. If I change the game level and instance to the standard VR template level and Game Instance - I can get the VR template level to load in headset so I know that building/compiling/Android settings are working in theory Can anyone give me any pointers on tips/tricks/tools to debugging problems in my UE blueprints from a standalone build in headset?fnordcorps6 months agoHonored Guest27Views0likes0CommentsPost-process tint not working with r.Mobile.TonemapSubpass on Quest 3, UE 5.4.4 + Meta XR v71
Hi everyone, I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes. Issue Summary: I need a post-process volume to adjust tint for a specific area via color grading. I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1. Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up. Questions: Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4? Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using the Mobile Tonemap Subpass option? Is this issue present in the official Epic branch with Meta XR 71? Are there any recommended workarounds or specific settings to enable area-selective tinting, or a timeline for fixes if this is a recognized problem? Background: I have tested enabling/disabling volumes, used “Infinite Extent (Unbound)”, and tried runtime toggling via Blueprint and console commands. The problem persists both in-editor and on device. Any insight, workaround, or official update from Epic/Meta would be hugely appreciated, as proper localized tint control is critical for my project’s visual design! Thanks in advance!liam.1988316 months agoHonored Guest142Views1like0CommentsMetaquest 3 with vive trackers and IRL objects
Hi, I am trying to add two vive tracker 3.0s to my unreal project (v 5.5) that was running fine with my Metaquest 3. I have been googling and reading forums, but I cannot seem to find a way (or a plugin combination) to have the active tracking from the trackers working along with the Metaquest HMD. I have to disable the MetaXR plugin to get the trackers to appear in LiveLink (that have been set up in SteamVR) which means I can't preview in VR through the headset. It would be Ideal to transfer the calibrated locations (currently using Space Calibrator app) of the trackers to the starting point in the Unreal Engine so I can align the tracker on the irl objects, with the trackers attached to their digital doubles, correctly. My trials have also included using the -xrtrackingonly tag to start up the editor. Any assistance much appreciated. Kind Regards, Nathan.SneakyJester6 months agoHonored Guest35Views0likes0CommentsUE 5.5.4 with v78 VR Preview Crashing
I'm trying to use UE 5.5.4 with Meta XR but every time I try VR Preview it crashes. I'm on Windows 10. I've tried Meta XR v74 through v78 and they all result in the same crash. I've also tried to package my project to the Quest3 and although it launches, it stays on the splash screen indefinitely. UE 5.4.4 with v71 will work fine. Anybody have any suggestions on this? Side Note: The latest few versions of Meta Quest Developer Hub only shows a blank white screen. I had to revert back to version 5.3.0 for that to work as well. Here's the resulting error that I've tried to research but came up with nothing: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 UnrealEditor_MRUtilityKit UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor kernel32 ntdll And the Log file ends with: LogMRUK: Loading MR Utility Kit Shared library LogAudioMixer: Warning: AudioMixerPlatformInterface Timeout [11 Seconds] waiting for h/w. InstanceID=1 LogWindows: Failed to load 'mrutilitykitshared.dll' (GetLastError=1114) LogWindows: File 'mrutilitykitshared.dll' does not exist LogMRUK: Error: Failed to load MR Utility Kit Shared libraryDreadHeadFred7 months agoProtege146Views0likes0CommentsQuest Passthrough Camera Access via Camera2 API [UE5 Plugin]
Quest 2/3/Pro Camera2 API Plugin - Camera Access Implementation Sample for UE5 See it in action: https://x.com/LideTark/status/1954934076714148207 I’ve created a plugin that accesses Camera2 API via JNI on Quest 2/3/Pro, retrieves camera feed as UE texture, and displays it on a Widget. Originally developed as a base for QR code recognition using Quest’s camera, I’m releasing this as an implementation example of Camera2 API access. Environment: Tested with UE 5.3 Works on Quest devices only (verified on Quest 3) Does not work in Editor/PCVR (returns null texture by design) Notes: Fixed resolution at 320x240 (v1.0) Color calibration in progress (slight orange tint) Camera permission required on first launch Please use this as an implementation sample for accessing Camera2 API on Quest. Repository: GitHub - tark146/UnrealAndroidCamera2Plugin License: MIT License (free for commercial and non-commercial use)tark1467 months agoHonored Guest118Views0likes0CommentsMETA XR on Mac OS - Meta Fork & UE standard install both failing
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!HappyPlaceTrvlr7 months agoExplorer65Views0likes0CommentsASW + Multiview - UE 5.2 support?
Hi - recently been reviewing our platform settings / features and noticed whilst testing that draws and prims doubled when toggling ASW ON/OFF. It certainly seemed as though multi view was being switched off when running ASW. Struggling to find much info on this relative to whether ASW has multi view support in UE5 let alone 5.2? Any insights would be much appreciated.MightyEyes7 months agoHonored Guest30Views0likes0Comments
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