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lhoyet's avatar
lhoyet
Honored Guest
4 months ago
Solved

Unreal 5.5.4 + Meta XR v78 -> VR Preview does not work with Link

Hi everyone, 

I am new to this forum, and went through the discussions to try to figure out my problem. But to no avail, so here I start a new thread as it seems sligthly different to the problems that others have (or more similar than I thing, but we will see). 

I'm trying to make a basic VR application run in Unreal on the Meta Quest 3. I followed this link to setup everything, and I think that I have everything set up correctly. 

For sure, starting this the VRTemplateMap provided in Unreal, I am able to compile the project as an apk for the Quest 3, copy it on the device, and run it directly from here. 

I'm however running into problem as I also want to be able to run the application on the PC, and display it through the Link (tethered). This is necessary, as I'm working on a heavy application that will require to run on a desktop computer, not directly on the HMD.

However, as soon as I hit the VR Preview button, a static window opens, with a fixed view, and nothing is displayed in the HMD. I've looked around, but cannot seem to find what the problem might be. 

For information, I get the following error message when hitting VR Preview

LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_EXTENSION_DEPENDENCY_NOT_ENABLED]: xrCreateInstance(&createInfo, &instance), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:4563 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:364)
LogOVRPlugin: Error: Plugin failed to initialize. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2829)
LogOvrPlatform: Warning: Could not find 'RiftAppId' key in engine config.  Trying 'OculusAppId'.  Move your oculus app id to 'RiftAppId' to use in your rift app and make this warning go away.
LogOvrPlatform: Error: Missing RiftAppId key in OnlineSubsystemOculus of DefaultEngine.ini
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_EXTENSION_DEPENDENCY_NOT_ENABLED]: xrCreateInstance(&createInfo, &instance), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:4563 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:364)
LogOVRPlugin: Error: Plugin failed to initialize. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2829)

 

Also I checked whether it might a problem with connecting through the link, but Meta Quest Link is well parametrized, and running another VR project that I have from the Unity Editor displays appropriately in the HMD through Link. 

I was wondering whether anyone had an idea, as I seem to have tried everything I could encounter (including disactivating nanite, starting from an empty blank project, ...)

Cheers

  • lhoyet's avatar
    lhoyet
    4 months ago

    Hi, I only had time to look at it yesterday and today, and specifying the OculusAppId and RiftAppId did not solve the problem...

    As we had it running previously without these, I tried a clean full install on another computer, and the VR Preview worked, which made me suspect that it could be a problem with my computer. I therefore uninstalled fully all versions of Unreal, Meta Quest Link, and Android Studio, and fully restarted installing as mentioned in the documentation here

    The good news is that after a clean install the VR Preview now works fine, so there was a problem with my installation. However building to apk then started to fail, with the following error 

    UATHelper: Packaging (Android (ASTC)): Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.  This type must derive from the 'ModuleRules' type defined by UnrealBuildTool.
    UATHelper: Packaging (Android (ASTC)): Took 2,19s to run dotnet.exe, ExitCode=8
    UATHelper: Packaging (Android (ASTC)): UnrealBuildTool failed. See log for more details.

    I mention it here in case it can help others, but it looks like the problem came from the fact that I copied the MetaXR and MetaXRPlatform plugins directly into the Plugin folder of UE5_5 (C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\), which used to work for me before. Instead, moving these folders into "C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\Marketplace\ " solved the issue to build to Android apk 

    So in the end, uninstalling everything and restarting from a clean install solved the problem...

6 Replies

  • h.taylor's avatar
    h.taylor
    Community Manager

    Hey Ilhoyet, 

    Thanks for your question! I've passed this along to our support team and they're taking a look for you. 

  • Hello there!

    Have you made sure you have the OculusAppId setup correctly when enabling the Meta XR Plugin? If you go here, it will show you how to enable this correctly. You can get your OculusAppId if you to the Developer Dashboard, it should be  under Development > API > and then you may generate your App ID token. 

    If this doesn't sort out your issue, let me know so we can troubleshoot further!

    • lhoyet's avatar
      lhoyet
      Honored Guest

      Hi, I only had time to look at it yesterday and today, and specifying the OculusAppId and RiftAppId did not solve the problem...

      As we had it running previously without these, I tried a clean full install on another computer, and the VR Preview worked, which made me suspect that it could be a problem with my computer. I therefore uninstalled fully all versions of Unreal, Meta Quest Link, and Android Studio, and fully restarted installing as mentioned in the documentation here

      The good news is that after a clean install the VR Preview now works fine, so there was a problem with my installation. However building to apk then started to fail, with the following error 

      UATHelper: Packaging (Android (ASTC)): Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in 'UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.  This type must derive from the 'ModuleRules' type defined by UnrealBuildTool.
      UATHelper: Packaging (Android (ASTC)): Took 2,19s to run dotnet.exe, ExitCode=8
      UATHelper: Packaging (Android (ASTC)): UnrealBuildTool failed. See log for more details.

      I mention it here in case it can help others, but it looks like the problem came from the fact that I copied the MetaXR and MetaXRPlatform plugins directly into the Plugin folder of UE5_5 (C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\), which used to work for me before. Instead, moving these folders into "C:\Program Files\Epic Games\UE_5.5\Engine\Plugins\Marketplace\ " solved the issue to build to Android apk 

      So in the end, uninstalling everything and restarting from a clean install solved the problem...

  • GoodGameGomez's avatar
    GoodGameGomez
    Community Manager

    lhoyet​

    Thank you for sharing what ended up fixing the issue. I've marked this as the solution to make sure anyone else with the same issues sees that this resolved the problem.

  • This is not a solution. I have the same problem since ue5.4 when MetaXR integrate with OpenXR. Now VR Preview in editor doesnt work and reinstall everything doesnt help. When MetaXR is enabled, openXR cant create the instance. It is the same on version UE5.5 and 5.6. I was hopping the 81v for UE5.6 will fix it but it still cant work with oculus quest. Does anyone fix this issue at all ??

  • in my case, i had to remove the branch Komputer\HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR - it fixed all old settings 
    from regedit and restart PC. 

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