Has the issue of being unable to perform VR preview when using both OpenXR and MetaXR simultaneously
According to the changelog of 66.0, the issue where VR preview does not enter VR mode when using MetaXR and OpenXR simultaneously appears to be fixed (https://developer.oculus.com/downloads/package/unreal-engine-5-integration/66.0/#whats-fixed). However, when rebuilding the 66.0 plugin and using it with 5.3.2, this issue seems to remain unfixed. Is it fixed when running on 5.4? (I can't verify it myself as I haven't purchased the seat yet...) Can someone confirm this?472Views0likes0CommentsWhat are the differences between Oculus OpenXR and Epic OpenXR ?
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 use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR). So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?Solved2.7KViews0likes5CommentsBest Practices for Quest 3 - no documentation and no update
HI! I have decided to develop for Meta Quest 3. But I notice that Meta documentation is often old and has never been updated. It refers to the Oculus Plugin and has the Quest 2 as its most modern reference device. This is a problem when we, as developers, try to set up a job seriously and want to respect all the Meta directives, because it is not clear if they will end up creating a greater cofusion, referring to procedures sometimes 2 years old. With the introduction of openxr, Unreal Engine 5.3.2, the new Meta headsets, a new plugin no longer called Oculus Plugin but Meta XR, it is no longer clear what should be done, especially before developing an app for Quest 3 Some examples: 1) is it necessary to set a target device indicating Meta Quest 3 in advance APK Packaging? 2) Is the Get Device Type node useful for Quest 3 or can it be ignored? 3) the configuration recommended by Meta for Oculus Plugin Settings is no longer referable to the MetaXR plugin. What are the best settings for this latest plugin, with reference to the various standalone HMDs? 4) the Meta documentation often refers to Unreal Engine 4, while we are now at version 5.3.2. There is a huge difference between the two versions. Is what is written with reference to Unreal Engine 4 considered obsolete? And if so, why is it still part of the documentation available to developers on the Meta website? I ask where I can find updated and reliable information and guides, because the lack of support is one of the first and biggest obstacles to creating apps and software for Meta products. Thank you1.2KViews2likes0CommentsMetaXR plugin v49 bugs with UE 5.1.1 from Epic and the standard OpenXR Template
I share these errors that I see have already happened to several people, including me: First error: If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from ”Oculus OVRPlugin + OpenXR backend (current recomended)” to “Epic Native OpenXR with Oculus vendor extensions”, after the forced restart generates this exception: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 UnrealEditor_OculusXREyeTracker UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file. Second bug: When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is at eye level and the buttons on the controllers don't work, although we can move our eyes and hands without moving our fingers. It seems that in the VRPawn Blueprint, the Begin Play event does not detect the HMD as Enabled. Third bug: Using the unchanged VRTemplate and the OpenXR and MetaXR plugins, an Android build can be made without problems, except that the bottom three fingers of the hands only work while making some selection in the menu panel.4.3KViews1like2CommentsUnexpected Editor Crash (4.27.2) With OpenXR
Hello World! I am working with the Quest 2 and recently I am seeing this error in my Unreal projects. This triggers every alternate time I play (VR Preview) from Unreal Editor. Seems to be something related to the OpenXR Stereo rendering device. Has anyone also recently spotted this or knows how to solve it? ?1.1KViews1like1CommentWhen is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.3KViews0likes0CommentsUE4 Oculus OpenXR: Application sometimes crashes when entering/exiting guardian boundaries.
We found this crashing bug while giving an architecture visualization demo that involved multiple Quests. As you can imagine, for this use case, the crashing can occur fairly often. It can be reproduced with Unreal Engine 4.27.2's default Virtual Reality project with Oculus OpenXR Plugin in use. Repro steps: Set guardian boundary on Oculus Quest to Stationary Package or launch Quest build While controllers are recognized by headset (not handtracking), get near the end of the stationary play area. move your head outside of the play area until the box appears that lets you choose between stationary and room-scale, then re-enter the play area. It may require a few tries. Sometimes it takes me up to 10, but in many cases it happens within the first 7 attempts. The screen will remain completely black, and you will have to exit the application.1.8KViews0likes0Comments