ETA on MetaXR plugin with UE5.6 support?
Is there anyone on here who works for Meta and can give an indication of when the MetaXR and Meta Platform plugins will be upgraded to support ue5.6? Using UE5.5 with OVR API enabled via the MetaXR plugin creates a visual cutoff artifact in non-opaque materials and some opaque materials in a far right sliver of the right display, as discussed in This Thread. It seems that 5.6 potentially does not have this issue, so I'm left waiting either for a 5.5 version of the MetaXR plugin that fixes this artifact or a 5.6 version.87Views0likes1CommentUE 5.3.2 App Crash on open level
hello, i am having problems with the MetaXr plugin for unreal engine 5.3.2 the app crashes me when i call the openLevel node so i try to do the level change. I tried to see the logs but there are no errors, I also tried two different versions of the plugin the v65 and the v67, what can I do to fix it? Thank you very much641Views0likes0CommentsMetaXR Plugin for Unreal 5.3 generates the VR Hands at a wrong and very un-natural angle!
I have tried to fix it for a long time, thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years. The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. See attached image.Solved2.6KViews0likes4CommentsCan we get more (Blueprint) Events for async actions and state changes (e.g. input method changed)
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 population seems to be async, but the BP node isn't latent, neither is there any event to tell us when it's done (to run logic once the scene is ready) * player took of headset/lightsensor state (to auto pause/resume the game, etc.) the list could probably be longer, but those are the ones i've encountered in just a few hours of working with the plugin709Views0likes1CommentPLease help, my VR Hands have changed angle with MetaXR Plugin plus a OculusTouch_v3Controller error
I just got my first Quest 3 APK to build to the Quest 3 from Unreal 5.3, (OMG Yay!) there is just one problem, the Full Body IK with Gravity Gloves game mode nd character I have been working on for years, the Hands are at an odd angle since I enable the MetaXR plugin! Is this a known issue? I hope it is an easy fix, I am so close to making this available to other people. Also: Everything is working with the MetaXR Plugin, should I have the Open XR plugins enabled? Do I use them both? Iget this error message as well: "Failed to load /OpenXR/Devices/OculusTouch_v3/Left/left_OculusTouch_v3Controller.left_OculusTouch_v3Controller Referenced by MotionControllerLeft_GEN_VARIABLE Does anyone know if that is referring to a mesh, and would it be a folder under Engine/Plugins, or Engine, or Content? Thank you! Happy 2024: The Year Of VR!1.5KViews1like3Commentsovr_GetLoggedInUserID In MetaXR Platform for Unreal Engine always return 0
At the moment, at the beginning of the scene, the initialization of the platform and IAD connection is taking place, it is being performed successfully. From DefaultEngine.ini, I select Oculus Email and OculusPassword for the user, in this case the ovr_GetLoggedInUserID query returns 0, just like there is a line in the log stating that "Warning LogOnlineIdentity Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app." Inside the application, the dashboard has all the necessary, up-to-date permissions to request data, however, as I wrote above, the login does not pass under any circumstances, at the moment I am at a dead end, if someone knows how to solve this problem, please write here.882Views0likes0CommentsMetaXR 60.0 Dynamic Resolution not working?
Hi everyone. I can't seem to make the Dynamic Resolution work in any shape or form using the MetaXR Plugin 60.0 and Unreal 5.3.2 ? I'm testing with the default Unreal VR Template and building for Quest 2 Standalone. Fixed Foveated Rendering works, but not Dynamic Resolution.877Views0likes0CommentsConsume Input not working in MetaXR Plugin
I'm working on a MR project on the Quest 3 at the moment and just switched from the OpenXR plugin to the MetaXR one to utilize that functionality and ran into a problem: "Consume Lower Priority Enhanced Input Mappings" - which was working as intended before the switch (and does work again, once I switch back) - breaks. The input is no longer consumed and all Mappings get executed. I have a rough workaround for now (removing the lower priority Mapping Context entirely), but I'd much rather utilize the Consume Input functionality as intended. Is there any fix for this, or do I just have to wait for an update? UE: 5.3.1 MetaXR Plugin: 1.92.0753Views0likes0CommentsUE5 with MetaXR plugin not showing console commands window in VR Headset
Hello everyone, I’m using the MetaXR Plugin in Unreal Engine 5.3.2. I'm trying to get a behavior back: I was able to see the console commands window in VR Headset but not anymore. It shows on the computer screen only but not in headset. Also print string messages are not showing. What should I do to get this back? Thanks.834Views0likes0Comments