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  • Currently there is no Meta XR Plugin for UE5.4, but you can create VR projects and they run but you'll soon be wanting the plugin. We're all using UE5.3.2 while we wait.

    • I understand the meta xr plugin isn't entirely necessary.  What does it offer that the openxr plugin doesn't offer?  I'm thinking because Meta seem to be extremely slow keeping up to date with Unreal versions, it's probably best if possible to stick with OpenXR?  That would also make it easier to distribute on different markets/headsets too right?

  • The Meta XR Plugin offers expanded functionality and optimizations designed for Meta VR devices. Although it's beneficial that OpenXR aims to standardize things, the reality is that products have varying capabilities and shouldn't be constrained by committees.

    It's also hard to say who's being "slow", it could be Meta is waiting on Epic to do/fix/finish something.