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Unreal Spacial Anchor Sample not working as expected

FabioWeltenbauer
Explorer

Hello,


I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below)

FabioWeltenbauer_0-1705591413137.png

 

Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again.

FabioWeltenbauer_1-1705591413352.png


Has anyone any Idea why this happens? Does this only happen to me?

I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed.
I am also getting the following errors in the console:

LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)


Thanks in advance for your help

 

4 REPLIES 4

dario.maciel
Heroic Explorer

it seems the reference of model spawn positioner is setting the transform value to 0,0,0. see if it references the proper actor. I think it should reference the right controller of the VR Pawn.

try packaging your game. are you using vr preview or somehting?

Thank you for your response,

Thats what my first idea was too, but weirdly the transform of the spawn positioner seems to be correct. I already tried printing out the transform value, which shows me correct values and when I only execute the SpawnActor method, without the next node with the "Oculus XR Async Create Spatial Anchor" method It spawns the Actor on the correct location. But then I can't really use them as Spacial Anchors, because it wont save or load them.

The packaging works fine. But also in the Build I have the same problem...

I was using vr preview in the editor and also tried using the meta xr simulator, because in the official example here it even shows how the spacial anchor sample should work there right out of the box.

https://developer.oculus.com/documentation/unreal/xrsim-unreal