Passthrough has stopped working for me in Unreal 5 with the Meta XR
Plugin. The passthrough image is completely garbled. It was working fine
last week. I think the v71 might have broken things. I tested this on a
fresh VR Template project, by adding ...
Is C++ supported for these plugins? There is no documentation on it, and
I get errors when I try and use the components in C++ Pawn classes.Are
these plugins only meant to be used with blueprints?
I have an Unreal project that is basically blank. I'm using Air Link
with a WiFi 6E router, getting 2401mpbs. When I hit VR preview, if I'm
NOT using passthrough, I get good performance and framerate. If I enable
passthrough, simply by initializing p...
In my project, I'd like to write some of the functionality in C++ vs.
blueprints.However, I'm unable to get past linker errors when calling
functions from the Meta XR plugin. Specifically, I'm trying to create
the custom Pawn, with the Oculus Control...
I'm having the exact same issue with Unreal Engine. This started
occurring a few weeks ago, possibly after my headset was updated to v71.
I have a Radeon 7800XT. Has anyone found a solution to this issue?
Hi there,I understand it doesn't connect via the internet. But it does
connect with the router, which is 6G and about 3 feet from the headset.
The connection is very good and it works on Virtual Desktop flawlessly.
Hello, and thanks for the response.I'm currently using a WiFi 6E router.
As side above, this is getting 2401mpbs. My understanding is that this
should offer better performance than a 5G router. Is this not the case
with respect to Air Link? I'm getti...
Ok. I figured this one out. In case anyone has the same issue, here's
what's going on. For some reason, UOculusXRControllerComponent is not
exported with the *_API macro, so it's not available. I'm not sure why,
because UOculusXRHandComponent IS expo...