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Motanum
Inspiring
January 6, 2026
Question

MetaXRInteraction missing Ray visuals for ISDKControllers, but ISDKHands working as intended.

I recently upgraded to the version 1.81.0 of MetaXRInteraction on the Oculus Unreal engine fork. Version 5.6.1

And the controller components don't have ray visuals when interacting with menus. The functionality works, I can click, and elements change when hovered, but it's hard to aim.

What's weird, is that the ISDKHand components, do have proper ray visuals. (Expect for the right reticle not getting blue when pinching)

I am not sure what is broken, or how to get this working. All parameters are defaults. And I only turn off/on the Ray and Grab components (for both ISDK Hands and ISDK Controllers) when the user selects a hand preference in settings using the Set Active function. 

Video demonstrating the issue.
https://drive.google.com/file/d/1GZB-dCXpaxryZP92I9jXAnZO34Lg9WHP/view?usp=sharing

Thanks!

3 replies

Meta Employee
January 7, 2026

Hello there!

Did you first begin experiencing this issue after updating to version 1.81.0? If so, were the ray cast visuals working on your menu prior to the update?

It could also be useful to confirm your blueprints align with our documentation on ray visuals. If you go here, it will take you to our document's section on adding visuals for rays and reticle. The section above goes over tracing a ray from your controller as well.

Any additional information you can provide relevant to this issue is greatly appreciated!

Up and Coming
March 4, 2026

i've run into this issue as well.  there are a couple bugs happening when upgrading to unreal 5.6 with v85 sdk and was wondering if this was happening for others as well.

  • the controller rig ray visuals don't display for widgets (but they do display for isdk grabbable components) as described above
  • the controller rig functions differently between testing in engine on pc vs deploying to device.  when on pc, it works as expected, when on device, the controller rig has strange results that are not consistent with pc making it difficult to set up both isdk widgets and isdk grabbables for controller
  • widgets for whatever reason can't be selected with a controller rig unless the aim is 50% to the right of the widget left edge.  (so center to right side of widget works, as well as 50% off to right of widget still detects)

can provide any additional details.  am still digging into this problem to figure out why the device would provide different results from pc.  

there is a workaround for the visuals where you can draw a beam trace from the static function GetMotionControllerState() XRMotionControllerState struct but you'll notice that while it solves the visuals problem on pc, it reveals that unexplained offset on device. 

https://www.earthborninteractive.com/
Motanum
MotanumAuthor
Inspiring
April 27, 2026

I had the same issue here is how I fixed it.
Open IsdkRayInteractor.h in Engine\Plugins\Marketplace\MetaXRInteraction\Source\OculusInteraction\Public\Interaction

and add a vairable to the component

  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = InteractionSDK)
  bool bUseComponentTransform = false;

then in Engine\Plugins\Marketplace\MetaXRInteraction\Source\OculusInteraction\Private\Interaction open IsdkRayInteractor.cpp

Add in the void UIsdkRayInteractor::TickComponent() function just before 

 if (bIsPointerPoseValid)
    {
      Instance->setRayOrigin(&InteractorPose);
    }

add 

	if (bUseComponentTransform)
	{
		FTransform ForcedPose = GetComponentTransform();
		StructTypesUtils::Copy(ForcedPose, InteractorPose);
		bIsPointerPoseValid = true;
	}

then, in your pawn, where you use IsdkControllerRigComponent either right or left, find the variable for the RayInteractor on the variables window at IsdkControllerRigComponent -> RayInteraction -> RayInteractor and find UseComponentTransform and set it to true.

Then, you can just use the RayInteractor GetTransforms, and GetFowardVector to know where the ray is pointing at anytime