Meta files that fail on Mac due to hardcoded Windows-style path\filename
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.55Views0likes2CommentsUnable 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 SimonsSolved172Views0likes10CommentsMeta XR Plugin - Hand Tracking Testing in Editor
Hi, I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a fresh unreal engine 5.0.3 project. I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components. I have set up everything exactly the same way that I would do with 4.26/4.27 when using the OculusVR plugin and the oculus hand component. When I test in the editor with the VR preview I cannot see my hands. The OculusVR plugin and the oculus hand component allowed to easily test in the editor and did not require to launch on the device. Is this not possible anymore with the MetaXR plugin? Am I missing something obvious or any required extra steps? Thanks in advance, Simone6KViews1like4CommentsCorner of Meta Quest 3 shows strange colors when in VR preview mode
Upper right corner. It's quite noticeable with the headset on because the edges of my vision become multicolored. This started happening this morning. I'm really not sure why. This only happens in VR preview mode in UE5. I tried it with a sample starter project from oculus-samples github as well, and the same thing happened except the corner was black instead of multi-colored. I don't notice anything when the headset is in standalone mode. I've tried just looking for a messed up corner in Passthrough/First Hand demo/etc, and there's nothing wrong as far as I can tell. Is this something wrong with Quest Link? I've tried it with a different cable and a different port on the computer as well.851Views0likes1CommentMRUK Plugin Scene in UE5.3 works perfectly in-engine with VR preview but fails in built game
When testing the game with Scene Anchors and MRUK it all works perfectly in-engine when we test with VR Preview. But when we build the game and launch it via quest link the space and anchors are completely wrong in positions, and they're never in the same place. This is only in the BUILD, it works in engine.543Views0likes0CommentsUE5.3.2 VRNotificationsComponent Recenter events odd behavior
Anyone using UE5.3.2 and currently trying to ship to App Lab? I'm having a little trouble meeting cert due to failed recenter behavior and could use an extra opinion, perhaps there's something simple I'm missing. Testing The VRNotificationsComponent Recentering in UE5.3.2 on a for-distribution shipping build on Quest 2. Both the HMDRecenter and VRControllerRecenter Dispatchers are connected to a Reposition function. The VRNotificationsComponent has been added to the VRPawn in this project created off the VR Template. OpenXR enabled, MetaXR disabled: Neither recenter events fire OpenXR + MetaXR v. 60 enabled, both the OculusOVR+OpenXRBackend and Epic Native OpenXR + Oculus Vendor Extensions XR API: Neither recenter events fire. MetaXR enabled, OpenXR disabled: recentering does function successfully! But the image is washed out and only rendering to the left eye. Disabling Mobile Multiview causes the image to only render to the right eye. I'm getting fair stumped on this one. OpenXR + MetaXR with OculusOVR+OpenXRBackend API option in the plugin settings does work in editor via Link.Solved1.9KViews2likes2CommentsUnrela enigne 5.2 or 5.3 (movable spotlightshadows) Quest 3 or 2 standalone
Does any one have a idea hwo to setup movable spotlight shadows in standalone in forward shading instance stereo on and multiview on. Its just bugged for me grey overla on left lens and right lens is just black also no shadows at all. To replicatate: Create in any UE5 engine a VR template and check support movable spotlighshadows. After that the mobile preview and Quest 3 2 standalone does not render at all...606Views0likes0CommentsUE5 VRNotificationsComponent issues with Quest 2
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build). Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.1.3KViews0likes1CommentUnreal 5.2 android build freezing at inconsistent times on Quest 3
I'm currently working on a android project of which I'm building to the Quest 3. Im running into an issue where at inconsistent times the game freezes the current perspective, and I'm able to look behind me to see an upside down version of the frozen view. After this point the only way to leave the game is by force quitting from the Quest menu. I haven't found any other posts talking about this particular crash with the reversed view and was wondering if anyone had encountered this before or has any tips on solving the cause. Thanks in advance!666Views0likes0Comments