Forum Discussion
innit
1 year agoAdventurer
Unreal Engine Setup for Meta Quest VR
Creating this thread to facilitate easier tracking. Unreal Engine version 5.4.2 and Meta XR Plugins version 66: https://dev.epicgames.com/community/learning/tutorials/y4vB/unreal-engine-5-4-2-for-m...
pauli85.2024
1 year agoHonored Guest
Hi, thanks for the guide! I'm using this setup and it works with a regular VR app.
I'm trying to setup a XR app with passthrough effect, that is not supported with this setup. I need to use Settings > Meta XR > XR API = "Oculus OVRPlugin + OpenXR backend (current recommended)" and need to disable OpenXR plugins to make it work in VR Preview. When I build the app with this changes it crashes on my Quest 3.
Do you know the required setup to build working app with passthrough effect?
dario.maciel
1 year agoStart Member
It needs to tweak some settings to make it work. Try importing the rendering settings (from the link)
https://drive.google.com/drive/folders/1rFqg53AyviIBG3qclIsej9ApC-oLatVv?usp=sharing
I think I changed the Full float precision, the color space (to quest 1) and something related to forward renderer, HDR or multi mobile... Try and let me know if it works. And of course, enable passthrough on the Meta XR plugin. Add a passthrough component to your VR Pawn (I recommend testing on the VR template), set to underlay, stereo mode to reconstructed and delete any mesh that surrounds you (so the video feed from the camera can pass)
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
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