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How would one go about tracking hands and only ONE controller at the same time in MR (Quest 3) ?I also would like to make it where controller doesn't "fall asleep" when not being interacted with.
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR.I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I ...
Last night I tried using OVRPlugin OpenXR and Native OpenXR as XR API in my project. Turned out that capacitive touch events on Oculus Touch controllers don't work with OpenXR I am using Oculus fork of UE 4.27.2 with 1.70 integration (the latest ava...
I've seen some folks trying to use Landscape in their UE4 projects for Quest, but not without performance issues.I wanted to try it for myself, but ran into the issue where Landscape doesn't render at all  I have a quite "low-poly" Landscape with su...
I have a material set up with Masked blend mode. Somehow it doesn't get MSAA and there is no documentation clearly explaining how to enable alpha to coverage in UE4 for materials that are made for Oculus Quest (Android ES3.1 or Vulkan).Any ideas ? Th...