Forum Discussion

joceljw's avatar
joceljw
Honored Guest
1 month ago

HELP - MRUtilityKitSample not working in VR Preview(Quest 3/UE5.5)

Hello! I am currently developing a Mixed Reality project using UE 5.5 with Quest 3, and I am encountering an issue that I have been unable to resolve.

My goal is to build an MR experience that gradually transitions from the real-world scene into a virtual environment, similar to First Encounters.

I followed the meta documentation step by step and successfully built the MRUtilityKitSample Unreal project from Visual Studio. The project compiles without errors.

However, when I run VR Preview, the headset display remains completely black, and nothing is rendered.

I have tried the following without success:

- Community posts with similar symptoms
- Following all the troubleshooting guide:

- Verifying plugin activation, project presets, and device connection

One additional issue is that in my Project Settings, I cannot find the option “Enable Alpha Channel Support in Post Processing”, which is mentioned in the documentation. This option does not appear to exist in UE 5.5, or at least is not visible in my configuration.

At this point, I am blocked at the very first step and would greatly appreciate any guidance. 

Thank you very much for your time and support. 

3 Replies

    • Are you using the UE Meta Fork or a stock ue 5.5.x with an added MetaXR plugin?
    • Did you checked the UE project settings by using the Meta XR Project Setup Tool? 
    • How do you enable the passthrough, calling InitializePersistentPassthrough on the PasstroughSubsystem?
    • How do you test your project, via VR Preview in Unreal Editor oder directly on your Quest 3?
      • Are you using Meta (Horizon/Quest) Link? If so, which version?
    • joceljw's avatar
      joceljw
      Honored Guest

      Hi thank you very much for following up and for taking the time to look into my issue. This is my first time working with MR and Meta development toolkits. I have experience using Unreal Engine for game projects, but I do not have a coding background.

      To clarify my situation:

      • I downloaded the MRUtilityKitSample as a ZIP, extracted it, and manually enabled/added the required Meta XR–related plugins.
      • I have run the Meta XR Project Setup Tool, and all items show as completed (all indicators are green).

      Regarding Passthrough - Yes, I am calling InitializePersistentPassthrough via the PassthroughSubsystem. I have tested both overlay and underlay modes, but neither produces a visible passthrough result (the headset view remains black).

      So far I have been testing directly via VR Preview in the Unreal Editor. I am not sure whether there is a more appropriate or convenient way to test MR projects besides packaging and deploying to the headset, so I have not yet tested a packaged build.

      I am using everything in v78. And I think my Meta Horizon App/Dev Hub are the latest I suppose, as I downloaded from thd latest web update. 

      Please let me know if there is any additional information that would be helpful. I would also appreciate any advice on whether VR Preview is suitable for MR passthrough testing in this setup, or if on-device testing is required.

      • auron.667331's avatar
        auron.667331
        Explorer

        There is nothing really different from what i did ... at least regarding to the questions. I can list the differences to my situation / what i did, maybe this helps. But i guess changing all this may be very time consuming (which is often the cause, while working with UE). I also wanted to test the MR features of the Quest 3 but iam stuck loading the scene data / spacial data.

        • Iam using a Installed Build, build from UE Meta Fork 5.6.1 (extremly time consuming, building against source directly may also work)
          • There is also a matrix somwhere showing which features may work in Meta Fork or in Stock UE + Meta XR plugin
        • Create a base Game -> Virtual Reality project in 5.6.1
          • Blueprint only
          • Only added the mentioned InitializePersistentPassthrough via the PassthroughSubsystem -> The Quest3 is switching into MR mode
          • I didn't testet the MRUtilityKitSample, also the MRUtility plugin has been merged into the Meta XR plugin, its hard to say what should work anymore, because the Meta documentation is rather outdated and confusing.
        • Iam using the newest v83 version of Meta Horizon Link and Quest 3 Firmware (but there are other issues, like the missing Beta Options --> error while loading scene data / spacial data via link)

         

        Maybe going through the UE project Settings -> Plugins -> Meta XR may help

        • XR API = Epic Native OpenXR
        • Passthrough Enabled = true
        • Passtrough Camera Access Support = true
        • I also have enabled Support Experimental Features, but dont know if this is necessary.

         

        Are you able to load spatial data / scene data from your Quest 3? Because this would be the next critical problem for your mentioned task = programming something like First Encounters. 

→ Find helpful resources to begin your development journey in Getting Started

→ Get the latest information about HorizonOS development in News & Announcements.

→ Access Start program mentor videos and share knowledge, tutorials, and videos in Community Resources.

→ Get support or provide help in Questions & Discussions.

→ Show off your work in What I’m Building to get feedback and find playtesters.

→ Looking for documentation?  Developer Docs

→ Looking for account support?  Support Center

→ Looking for the previous forum?  Forum Archive

→ Looking to join the Start program? Apply here.

 

Recent Discussions