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Mr.MeatFloss's avatar
Mr.MeatFloss
Honored Guest
1 month ago

UE5.6 passthrough windows Ques

I'm trying to implement passthrough windows using the MetaXR plugin's passthrough feature in UE5.6. I achieved passthrough using

https://developers.meta.com/horizon/documentation/unreal/unreal-projected-passthrough-tutorial/#1-create-a-solid-plane, but I'm having trouble implementing the same feature as

https://developers.meta.com/horizon/documentation/unreal/unreal-customize-passthrough-passthrough-windows/. An actor is always obscuring the view, and replacing materials doesn't work. Are there any solutions or methods to resolve wall obstruction in passthrough implementations?😭

4 Replies

  • I have a 5.5 project on hand, and it's working without any problems.

    I followed this YouTube video as a guide:

    https://www.youtube.com/watch?v=8bNBgoL6TGA

    It's not a difficult setup. Just check each step carefully to make sure you've done it correctly. Start by setting it up exactly as shown and then check if it's working in VR Preview.

    • Mr.MeatFloss's avatar
      Mr.MeatFloss
      Honored Guest

      Thank you for your reply. What I'm actually trying to achieve is to display the passthrough effect only in specific areas of a completely virtual scene, while retaining settings such as the Sky Atmosphere.

  • Not sure if this will help you but if you are using the MetaXR plugin's PokeAHole material, you can't see the effect in VR Preview.  You will still see the object in VR Preview and it will seem like the material does not work.  You have to actually package the APK and run the application on your headset to see PokeAHole material work properly.  That is not mentioned in Meta's UE documentation.

    • Mr.MeatFloss's avatar
      Mr.MeatFloss
      Honored Guest

      Thank goodness, I was planning to package the app after the editor ran normally, but I didn't expect the problem to occur here. Thank you so much for reminding me,I succeeded.

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