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HJBSS_Dev
3 years agoHonored Guest
How do you setup the Meta Quest 3 for Unreal Engine 5.3 development?
Hello Everyone!
I've been trying for a few days to figure out how to set up MQ3 for UE 5.3 development.
Can anyone give me an update on how this is done?
Thank you Community!
31 Replies
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- dario.macielStart Member
I dont work for meta or unreal but I guess there is no support yet for Unreal 5.3
try downloading the source version on github of Unreal 5.2.1 or download the plugin itself instead of building the entire engine. There is also support for unreal 4.27 v57.
the v57 is the version that is compatible to build for meta quest 3. I cant confirm because I dont have a meta quest 3 to test. - innitAdventurer
From what we've seen it's looking like 5.4 may get better support, but as yet it's hard to say.
- pawciutExplorer
Yes, I've tried to run VR template in 5.3 and some 5.2.1 for Quest3, and it looks it should only be possible for 5.2.1. I've managed to run it on quest simulator, but all the process was so painfull and long that I switched for now to Unity to play around with it because you can get started very fast.
So I'm waiting for Unreal Engine support for Quest3 without need of compiling different engine source version which seems bonkers. Don't know why Meta or Epic didn't make it easier to start developing for Quest 3 in UE.- dario.macielStart Member
Epic has its own roadmap. And Meta their own. So I think its hard to them to conciliate both. And Meta is releasing their plugin, they just need to pair with the Epic version, and this will (probably) always be behind. They need the stable version so they can work on the plugin itself (its all my opinion)
But for curiosity, what features of unreal 5.3 do you intend to use on meta quest 3?- pawciutExplorer
I need no particular features from 5.3. But for my work I need 4.27 and a 5.X version. Each of those with debugger symbols takes a lot of hard drive space, so it would be nice for plugin to work with the most recent version. I get that this requires work and time but it is strange that almost a month after official quest 3 launch there is still no support for it. And old Unity versions support quest 3 without problems. I don't know whose fault is that Epic or Meta but it is unfortunate.
- innitAdventurer
Meta’s roadmap is to support the UE platform, Meta are making Engine changes that Epic are not approving into the main branch; why we’ll never know.
The Meta XR plugin should be compiled and fixed against the latest UE branch, then updated with additional features (if any). I wouldn’t be surprised if it’s being delayed over politics or poor resourcing.
- dario.macielStart Member
Look at this thread
https://github.com/Oculus-VR/UnrealEngine/issues/314
they have a roadmap to go UE 5.3- Woody3DExpert Protege
Considering how Apple and Unity are inevitably paired up (and Apple notoriously no likey Epic so much...)
One would think that Epic would be in lock step with Meta in order to fuel relevance.
Sometimes a company gets too big,... for their own good!
- PDubulousMember
The Quest 2 is pretty easy to set up using the VR sample from UE 5.2 and using the VR Preview Mode. Just make sure you have the Oculus App running and have the Meta Plugin installed for Unreal.
- dario.macielStart Member
they released an github branch for unreal 5.3.1 (v59) on their github url
there are many known issues in the log - innitAdventurer
Here is a full step-by-step on how to setup UE5.2.1, it includes all the Meta Quest stuff and tools, building etc. I'd use 5.2.1 for now:
https://dev.epicgames.com/community/learning/tutorials/1GxB/unreal-engine-5-2-1-for-meta-quest-vr- Woody3DExpert Protege
Everybody is going nuts to use 5.3 on Quest 3... But there really isn't anything in 5 3 that addresses Quest 3. Neither Lumen or Nanite will work with mobile VR. So the advances there in 5.3 are kind of irrelevant. That is very solid advice to stick with 5.2. at the moment there really is no reason to be in 5 3.
- innitAdventurer
If I were starting out, I would use version 5.3.2. Several modifications have been made to the build process, along with performance enhancements. Additionally, the Meta XR plugin has been updated, although they didn't provide much documentation on it. However, you can examine the changes in the plugin. When it comes to VR Nanite and Lumen, opting for UE5.3.2 is the better choice as you can experiment with it using desktop VR. I'm uncertain when Epic will introduce these features to Android, as the device has limitations in comparison.
- innitAdventurer
And here's one for 5.3.2: https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vr
I added the Meta XR plugin in the correct way as the Meta release notes are scuffed regarding that, also the versions needed to run in UE5.3.2 for the Android tools are the numbers that you'll only need. Should be golden.- DerRudiVRExplorer
Ive tried this with UE5.3.2 but it doesnt work. I can use the VR Preview but i cant make an APK File. I always get an error.
In 5.2.1 everything worked fine, also i built the apk directly to the quest 3 out from ue.
Any advice? Thanks
- innitAdventurer
The 5.3.2 has been tested a few times now and it’s been all good. What error did you run into?
- nisarmirzaHonored Guest
you can download the oculus quest app and first setup the device there.
you will also need ADB that can also be downloaded from oculus page https://developer.oculus.com/downloads/package/oculus-adb-drivers/
you will then need android studio setup the essentials over there ref: https://docs.unrealengine.com/5.1/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/
configure the unreal project in
project settings -> android SDK and Android.
you can develop and deploy apps in android.
also please look up https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin
for smooth development process- innitAdventurer
I wouldn't recommend downloading ADB as it's already part of Android Studio. The Epic 5.1 documentation is way out of date, and following those steps will get you nowhere. Additionally, the so-called smooth development process linked to the Meta XR plugin isn't smooth at all, and it's also wrong.
- innitAdventurer
Updated to Meta XR plugin v60, also added setup workaround for VRPreview on Quest.
https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vr
Fun times!
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