Forum Discussion
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!
innit
3 years agoAdventurer
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
Woody3D
3 years agoExpert 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.
- innit3 years agoAdventurer
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.
- Woody3D3 years agoExpert Protege
Thank you! Right after I wrote that I saw the new guide come through for 5.3.2 and kind of thought maybe it would be best just to start at the newest and go from there. I had 4.27 working really reliably with full body ik etc. I don't want to fall behind now that it's getting really interesting! I found the pass through sample project for Quest 3. I think that'll be one of the first things I attempt to package for Quest 3.
Thank again. How kind!
-Woody
- innit3 years agoAdventurer
We've been looking into Passthrough and Depth on the Unreal Source Discord, its not to tricky as you can just enable Passthrough in the Meta XR plugin under Project Settings, and then you'll need to go-to your Pawn and add the OculusXRPassthroughLayer component, then enable LiveTexture and Supports Depth, set the Stereo Layer Shape to "Reconstructed Passthrough Layer" and I have its placement set to underlay.
Seems to work ok.
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