Forum Discussion
Cdaked
3 years agoExplorer
MetaXR plugin v49 bugs with UE 5.1.1 from Epic and the standard OpenXR Template
I share these errors that I see have already happened to several people, including me:
First error:
If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from
”Oculus OVRPlugin + OpenXR backend (current recomended)”
to
“Epic Native OpenXR with Oculus vendor extensions”, after the forced restart generates this exception:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
UnrealEditor_OculusXREyeTracker
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
I see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file.
Second bug:
When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is at eye level and the buttons on the controllers don't work, although we can move our eyes and hands without moving our fingers.
It seems that in the VRPawn Blueprint, the Begin Play event does not detect the HMD as Enabled.
Third bug:
Using the unchanged VRTemplate and the OpenXR and MetaXR plugins, an Android build can be made without problems, except that the bottom three fingers of the hands only work while making some selection in the menu panel.
2 Replies
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- CdakedExplorer
Now that Meta software version 50 has been updated, I am seeing that creating a virtual reality game with the OpenXR VR Template (without modifying anything) and using only the Open XR and Meta XR plugins, following your instructions, several errors appear already in the windows VR preview of Unreal Engine 5.1.1:
LogClass: Error: ObjectProperty FOculusXRCapsuleCollider::Capsule is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogClass: Error: EnumProperty FOculusXRCapsuleCollider::BoneId is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogClass: Display: 2 Uninitialized script struct members found including 1 object properties
LogClass: Warning: Property StructProperty FOculusXRSplashDesc::TexturePath defines MetaData key "AllowedClasses" which contains short type name "Texture". Suggested pathname: "/Script/Engine.Texture". Module:OculusXRHMD File:Public/OculusXRHMDTypes.h
LogClass: Display: 1 short type names in reflected types' MetaData
LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged
LogAutomationTest: Error: LogClass: ObjectProperty FOculusXRCapsuleCollider::Capsule is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogAutomationTest: Error: LogClass: EnumProperty FOculusXRCapsuleCollider::BoneId is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogAutomationTest: Warning: LogClass: Property StructProperty FOculusXRSplashDesc::TexturePath defines MetaData key "AllowedClasses" which contains short type name "Texture". Suggested pathname: "/Script/Engine.Texture". Module:OculusXRHMD File:Public/OculusXRHMDTypes.h
LogEngine: Initializing Engine...
LogOculusPluginWrapper: Warning: wrapper already initialized
LogHMD: Failed initializing OVRPlugin 1.81.0
On the Epic developer forums other developers have already told me that they have been able to replicate these errors as well, so it's not just me:
https://forums.unrealengine.com/t/vrpawn-stuck-at-floor-in-built-project-pc-vr-quest-2/780482/11Whether it's because of those bugs or something else, without adding any more changes the controllers don't show up, although the camera is at the correct height.
- DubFitnessProtege
Unreal Engine 5 is completely unusable with Meta Quest. Crashes, bugs, android hell. I can't make a day of progress without some Open XR crash related issue happening. One after the other non-stop it's insane. I'd love to stay on UE4 but I can't figure out how to target sdk 32 with UE4. UE5 targets sdk32 but Open XR, Meta XR and Meta XR Platform plugins don't play nice together. All my time is spent trouble shooting engine crashes and app crashes instead of developing a game.
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