Passthrough effect drift from Mesh! Need Help!
Has anyone encountered this kind of situation?Passthrough effect drift from meshNeed help, Any help will be appreciated!Thanks guys!
Has anyone encountered this kind of situation?Passthrough effect drift from meshNeed help, Any help will be appreciated!Thanks guys!
Whether in VRPreview mode or MetaXRSimulator mode, you can see that my controller can be tracked. But my headset cannot be tracked.No matter how I rotate my head. The blueprint [Is head mounted display enabled] allways return false. Meanwhile, in thi...
Hey, just wondering if anyone else has run into this extremely weird Unreal installer issue on Quest: we're using Unreal 5.3, Quest 3 headsets, and running the stock "Install_[ProjectName]-Android-Shipping-arm64.bat" script for a locally packaged shi...
Recently my level does not snap to my guardian bounds. I had it working no problem until recently. I use a "Load Level Instance(by Name)" with the location and rotation plugged into "Get Play Area Transform". I was sticking with version 4.27 and then...
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm as...
how do we simply get the center of the guardian ? all node place cubes under me
The only documentation I can find on multimodal setup is for Unity and for the Quest pro... is there any way to set up Multimodal on Unreal 5 with the Quest 3?
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I managed to install the sample. I took a look at it. I understand the idea but no matter what I tried, i cant start a project and develop spatial anchor from start.I would like to start a simple project from zero to understand it better.I have an ac...
I am writing a **Quest 3** **headset program** with **passthrough** in **Unreal Engine 5.3.2**. The headset and plugin versions are both **V62**. However, I'm encountering an issue: if I only use **MetaXR**, I can only see a **black background and re...
Just for sharing my experience concering lagging screen problem occurred with my Zenbook duo 14 pro: if I put my fan to whispermode (silent mode), meta quest 2 pc link will start to flash. If I put it into Standard or Performance mode, the problem wa...
Hi everyone,I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC without having to manually animate hand poses. I was able...
What I am seeking to do is create hand poses at editor time with hand tracking working in PIE or VR Preview mode, instead of manually rotating each bone on the hand Skeletal Mesh for each object that can be picked up.Dilmer Valecillos does exactly th...
HelloI want to divide one project in Unreal and put it in Oculus after packagingHowever, even if you change the project name or ID, only one apk is recognizedWhat are some settings I can do?
Hello,I want to create some custom hand poses that should be recognised by the enhanced input component System. I Have found this video on youtube (https://www.youtube.com/watch?v=XkDEb282kII) but there he prerecords and loads the gestures to the han...
Has anyone being able to detect eyes closed/open state using Meta XR and Quest Pro? We are able to get tracking data but the eye closed variable never changes. Looking at the Meta XR code it seems eye blinking is not being returned (see screenshot). ...
TLDR: I want the quality of Reconstructed Passthrough with the flexibilty of Overlay and AddSurfaceGeometry, but I don't believe that is currently possible. I've been exploring the capabilities of the Passthrough on Quest 3 using Oculus branch of Unr...
Hello, I just tried to basic example of spatial anchor example from Meta Quest Github using Unreal Engine 5.3.2. However, when I connect my Meta Quest 3 using Link Cable with computer and lunch in headset and click on desktop icon to see my PC screen...
So I just implemented hand tracking. It works as expected, good. However, as soon as I pick up one of my controllers hand tracking seems to be disabled on the other hand. This probably makes sense in most instances but I thought v62 supported the abi...
Any VR devs here? I'd love to hear more about your experience using Unreal, why you prefer/dislike it over Unity, performance or compatibility issues you've run into, etc. I always hear that Unity is the best path for VR dev and it's predominantly be...
Hello Everyone!I've been trying for a few days to figure out how to set up MQ3 for UE 5.3 development.Can anyone give me an update on how this is done?Thank you Community!
I am integrating the MetaXR plugin into my game for body tracking. All is well, but now the multiplayer servers always crash. After extensive testing, I decided to just launch the MovementSample as a client with a dedicated server, and notice that cr...
Hey Everyone,Looking for some help in using the Meta XR Platform Plugin for Epic installer 5.3.2.I went through the installation process several times at this point, and enabling and calling functions from the Meta XR Platform plugin, causes errors. ...
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to dow...
It would be nice if the MetaXR Plugin had more events that we can listen for e.g.:* input controller/hand tracking state changed (to change input specific settings when the user switches from controller to hand tracking and vice versa)* scene populat...
Hi, we started seeing this once our Quest 2's/3's updated to v62.We're using Unreal 5.2.1 (precompiled binaries from Epic), MetaXR plugin 57.0 (latest version supporting UE5.2). Spatial anchors (the Unreal actor) start returning a nonsense position -...
Has anyone had any luck getting Bloom+Mobile HDR working in a project with a passthrough layer? When I tried enabling it in my project that has passthrough none of my objects showed up.
Hey everyone, I'm trying to get a video to play on the headset in an AR level. More specifically, a video with an alpha channel (.mov exported with apple software, so avi?). Ideally it would persist into a VR level. Unfortunately, the shader shows up...
I found myself struggling to obtain the User Age Category in Unreal Engine 5.1. I realized that I needed to swap out the SDK’s OVRPlatform plugin for the MetaXRPlatform plugin from the Oculus site. I can access the OVRPlatformSubsystem in Blueprints,...