Unable to find UE5 equivalent documentation on WebCamTexture
Hi all, I've found out that with MetaXR's Passthrough API, using Unity, you can access the WebCamTexture to display on, for example, a plane. I'm in need of this feature in my project made using Unreal 5 and the lastest MetaXR plugin yet I cannot find any information or documentation on how to do so. Going through the C++ files I fail to find any references to that system or equivalent. Why is this missing? Kind regards, Stijn SimonsSolved140Views0likes10CommentsCan Passthrough be enabled at runtime ?
Hi!.. I'm working on a dual game application, some maps are Mixed and other Virtual Reality.. i need to switch the "Enable Passthrough" flag to true or false depending the map that will be loaded.. this will help me to avoid compiling 2 apks for each type between MR and VR... Is there a way to runtime C++ or BP switching the parameter ? i could not find any related on console commands... Thanks in advance.939Views0likes3CommentsPassthrough over link not working in 5.1.1
Hey all, I've spent the last few days trying to get passthrough over link to work either via VR preview or a normal build to windows, and neither will function properly or at all. I can build the same project to native quest and it works fine, but any type of using passthrough over link is not working*. I've also reached out to multiple people I've found that have mentioned trying passthrough over link on twitter/reddit/multiple discords (unreal slackers included) and not a single person has come back saying they got it to work normally. I have gone through every bit of documentation I can find, checked these forums as well as epics, and no one has an answer. So I'm reaching out hoping SOMEONE can shed some light on these questions: 1. Does passthrough over link function at all currently? If this does not currently work, is there any sort of eta on when it will? 2. Which version/s of unreal should this be functional on? 3. Does it matter if we use airlink vs. wired link? 4. Is there current documentation to can be referenced to set this up? - (https://developer.oculus.com/documentation/unreal/unreal-passthrough-over-link/ <- these do NOT lead to working passthrough as its the same docs everyone else who has failed to get it to work has referenced as well) Related settings: Test scene with the same example with both hole textures to be safe: Quest 2 Native Build: Windows build: VR Preview results in the same as the windows build above (just all black where passthrough should be). I have tried these same settings with Vulkan, DX11, DX12, rebuilt the projects from scratch, tried using steamvr and virtual desktop, tried airlink vs wired link. I have also tried changing the passthrough component stereo layer shapes to every option and tried underlay vs overlay. A couple times I have changed the shape from something to Reconstructed Passthrough Layer and preview again, and passthrough will come up, laggy and covering the full screen, but I can not make this happen programmatically (toggling visibility of said components as per the best practices page says to do). Basically the only way I can get any sort of passthrough while using link is if it shows up upon launch and cannot be toggled on or off at all. Any info/tip/suggestions would be greatly appreciated, and if its something I have missed I apologize. Thanks in advance!5.7KViews2likes8CommentsPassthrough broken in v66/67 VRPreview
With the current Quest 3 firmware v66/v67 passthrough is broken in VRPreview, it is drawn on top and occludes all 3D content (passthrough layer "underlay"). Even the Meta PTSamples project isn't working anymore. Unreal Engine version and Meta plugin version do not seem to matter, the problem appeared with both setups: UE 5.3.2 and Meta v62 UE 5.4.2 and Meta v66 Is it just me? Is it possible to revert to an old Quest firmware? Thank you936Views0likes1CommentCall Show Loading Screen show passthrough for 1 frame
We are using standard UE 5.3.2 with MetaXR plugin 65, using predominantly Blueprint. In trying to show the loading screen, we have the camera fade to black and then show the loading screen. The problem is that once "Show Load Screen" is called, a flash of the passthrough occurs for 1 frame (at the same time the splash is shown). After much troubleshooting, we isolated the issue to the "Show Load Screen" node. If we don't use the "Add Loading Screen Splash" or "Set Loading Screen" (just have a black loading screen) and call "Show Load Screen," then it's fine. The image we use has alpha, but have also tried with images that don't use alpha. Our app uses VR and MR modes, so we can't turn off passthrough in settings. We have tried removing the XRPassthrough Layer Component before showing the load screen, but the passthrough flash still occurs. Has anyone else seen this issue? Any suggestions?493Views0likes0CommentsPassthrough compositing for mixed reality
I tested the passthrough sample to get started (https://github.com/oculus-samples/Unreal-PassthroughSample) and I would like to invert the torch level so that the torch shows the VR scene and the rest is hidden by the passthrough. I tried to set an overlay passthrough over the scene and apply a 0 opacity underlay passthrough on the surface of the torch cone. But If I set reconstructed overlay passthrough on the level blueprint, it looks like it renders always over the surface projected passthrough on the torch, even if it has a lower priority. All the examples in the template seems to apply the passthrough in different geometries over the virtual scene, but never the opposite. Can I have a passthrough scene and choose a surface that only shows the VR scene?545Views0likes0CommentsQuest3 and UE: Virtual Window/Portal through passthrough into a virtual world
Hello everyone, We're still struggling to get a "window/portal into a virtual world through passthrough" effect working on the Quest 3 with the latest Meta Plugin and Unreal Engine 5.3. There does not seem to be a working "inverse" Punch-a-hole material that punches a hole through an overlay passthrough layer, which would be basically ideal. Alternatively, I tried to use an underlay passthrough layer and get a regular portal effect via custom depth & stencils, but that just does absolutely weird things when deploying on the Quest itself, I assume because post processing / mobile deferred rendering is really not well supported. Does anyone have any other pointers into what could work? I kind of just want my real window/door look out into a virtual word. We'd be really thankful for any help!2.9KViews1like5Comments