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demonixis
2 years agoMHCP Partner
MetaXR OVRPlugin crashes at start, Native OpenXR with Oculus is OK
Hello,
With the latest MetaXR plugin on Unreal Engine 5.1 (Launcher version), there is a problem running the OVRPlugin backend with a crash when running the game. It's fine when using native OpenXR with Oculus, it's also fine with Epic's OpenXR plugin without MetaXR plugin.
When selecting Native OpenXR + Oculus extensions, does it enable MetaXR features too? I mean adaptive resolution, FFR, etc.. ?
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- satrio.dewantonoHonored Guest
Bumping this since I think I have the same problem. Would like to still use the OVRPlugin so hoping the Meta dev team addresses this. In my case I think it's related to the plugin failing to generate swapchains for Vulkan, which is weird because I'm not using Vulkan at all.
As for your question I think FFR should still work as Unreal itself has options for it in the rendering project settings. Looks like DFR is the one that's OVR exclusive. Also at a loss with hand tracking.
- satrio.dewantonoHonored Guest
Oh update, I was able to use the OVRPlugin again after disabling "Developer Runtime Features" in the Oculus desktop app. This disables hand tracking as well though.
- hugoarProtege
Hello I have a similar project with a project that was working fine and now crash on launch. it runs on Unreal Engine 4.1.1 and uses MetaXr plugins configured with oculus OVR plugin+openxr backend. I can reopen it with Epic Native Openxr but I cannot use passthrough and hand tracking with Native openxr!
- hugoarProtege
Looks like they corrected the bug. Today it is working again. Two days of works lost become of that bug....
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