Trying to get Scene working
Hello all, I'm starting an AR Unreal 5.6.1 app with the Meta Quest 3. I'm trying to figure out how to scan my (real) environment and do raycasting against the room mesh. The Scene docs page points me over to the MRUK page. The MRUK page says to call LoadSceneFromDeviceAsync. When I do that my App crashes, and I pulled the .log file off my Android/<project> folder on my device and it had no callstack. So I started reverse engineering the setup done in the "Core" level in MRUtilityKitSample.
The thing is, I can't get scene scans to work in the Sample on the Quest 3 either. On the Quest 2, it forced me to manually draw walls and furniture but then I was able to use the raycast modes, identify the main wall, etc. On the Quest 3, it takes me to the room auto-scanner but then when I return to the MRUKSample app the Room Details widget says there are 0 rooms loaded and none of the core demo modes seem to do anything.
I noticed that Core.umap -> SetupRoom is using a deprecated node, LoadGlobalMeshFromDevice. So I tried replacing it with GenerateProceduralSceneMesh, but that function fails if you don't add a global anchor first. So before I continue to try to mess with this I want to ask if anyone has gone through and gotten scene capture working on v81.
MetaXR plugin is v81.0 / the OculusXR.uplugin file has Version Name "1.113.0"
Headset says software is up to date, is also v81.0 from Nov 20, 2025
This is what I see after I run "launch scene capture" and return.
Fun fact... scene scanning / loading doesn't work if you don't also check "Anchor Support" in Meta XR plugin properties in your project. Once I fixed that both issues (LoadSceneFromDeviceAsync at start time, and LaunchSceneCapture) were resolved. Hope this thread wasn't a complete waste of time, maybe someone else will run into the same issues at some point?