HorizonOS v81 update broke Passthrough in startup Splash Screens
Hi folks, This is for a project in a C++ UE 5.5.3-0+oculus-5.5.3-release-1.109.0-v77.0 engine from official Oculus Branch. A recent update to Horizon OS, likely v81, seems to have changed the way Splash screens are handled to now send the user to a black void with particles and wisps flying by. This has created a big problem for our MR application in that now NO Passthrough is visible during splash, which is causing us to fail VRC (Functional.14). This was not an issue before this OS update. These are the settings and image (PNG with transparency) we are using: Even forcing bAutoEnabled to True in DefaultEngine.ini does not help: Setting to Black also gives the same result, which is the black void with a very low resolution proxy of the PNG we have: For reference, this was the behavior before the v81 update: We also scouted other MR apps and it seems they face similar situations (?) Any help is appreciated as we'd rather not request any waivers during our QA process. Thank you! -Sebastian11Views0likes0Commentsunreal 5.6.1 + metaXR (oculusXR) plugin compilation errors
UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: LowLevelTasks::FTask::ActiveTask UATHelper: Packaging (Android (ASTC)): >>> referenced by Task.h:371 (Runtime/Core/Public/Async/Fundamental/Task.h:371) UATHelper: Packaging (Android (ASTC)): >>> C:/Users/User/Desktop/UnrealGameProject/Plugins/MetaXR/Intermediate/Build/Android/a/UnrealGame/Shipping/MRUtilityKit/MRUtilityKitDestructibleMesh.cpp.o:(UMRUKDestructibleMeshComponent::SegmentMesh(TArray<UE::Math::TVector<double>, TSizedDefaultAllocator<32>> const&, TArray<unsigned int, TSizedDefaultAllocator<32>> const&, float, float, float)) UATHelper: Packaging (Android (ASTC)): >>> referenced by Task.h:371 (Runtime/Core/Public/Async/Fundamental/Task.h:371) UATHelper: Packaging (Android (ASTC)): >>> C:/Users/User/Desktop/UnrealGameProject/Plugins/MetaXR/Intermediate/Build/Android/a/UnrealGame/Shipping/MRUtilityKit/MRUtilityKitDestructibleMesh.cpp.o:(UMRUKDestructibleMeshComponent::SegmentMesh(TArray<UE::Math::TVector<double>, TSizedDefaultAllocator<32>> const&, TArray<unsigned int, TSizedDefaultAllocator<32>> const&, float, float, float)) UATHelper: Packaging (Android (ASTC)): >>> referenced by Task.h:371 (Runtime/Core/Public/Async/Fundamental/Task.h:371) UATHelper: Packaging (Android (ASTC)): >>> C:/Users/User/Desktop/UnrealGameProject/Plugins/MetaXR/Intermediate/Build/Android/a/UnrealGame/Shipping/MRUtilityKit/MRUtilityKitDestructibleMesh.cpp.o:(UMRUKDestructibleMeshComponent::SegmentMesh(TArray<UE::Math::TVector<double>, TSizedDefaultAllocator<32>> const&, TArray<unsigned int, TSizedDefaultAllocator<32>> const&, float, float, float)) UATHelper: Packaging (Android (ASTC)): >>> referenced 25 more times UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation) I'm trying to update a project from 5.4 to 5.6 and getting this error with the v81 sdk https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration I'm able to compile in VS but not in the engine.54Views0likes2CommentsUnreal 5.5.4 + Meta XR v78 -> VR Preview does not work with Link
Hi everyone, I am new to this forum, and went through the discussions to try to figure out my problem. But to no avail, so here I start a new thread as it seems sligthly different to the problems that others have (or more similar than I thing, but we will see). I'm trying to make a basic VR application run in Unreal on the Meta Quest 3. I followed this link to setup everything, and I think that I have everything set up correctly. For sure, starting this the VRTemplateMap provided in Unreal, I am able to compile the project as an apk for the Quest 3, copy it on the device, and run it directly from here. I'm however running into problem as I also want to be able to run the application on the PC, and display it through the Link (tethered). This is necessary, as I'm working on a heavy application that will require to run on a desktop computer, not directly on the HMD. However, as soon as I hit the VR Preview button, a static window opens, with a fixed view, and nothing is displayed in the HMD. I've looked around, but cannot seem to find what the problem might be. For information, I get the following error message when hitting VR Preview LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_EXTENSION_DEPENDENCY_NOT_ENABLED]: xrCreateInstance(&createInfo, &instance), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:4563 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:364) LogOVRPlugin: Error: Plugin failed to initialize. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2829) LogOvrPlatform: Warning: Could not find 'RiftAppId' key in engine config. Trying 'OculusAppId'. Move your oculus app id to 'RiftAppId' to use in your rift app and make this warning go away. LogOvrPlatform: Error: Missing RiftAppId key in OnlineSubsystemOculus of DefaultEngine.ini LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_EXTENSION_DEPENDENCY_NOT_ENABLED]: xrCreateInstance(&createInfo, &instance), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:4563 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:364) LogOVRPlugin: Error: Plugin failed to initialize. (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2829) Also I checked whether it might a problem with connecting through the link, but Meta Quest Link is well parametrized, and running another VR project that I have from the Unity Editor displays appropriately in the HMD through Link. I was wondering whether anyone had an idea, as I seem to have tried everything I could encounter (including disactivating nanite, starting from an empty blank project, ...) CheersSolved131Views1like6CommentsMETA Quest Crash on load
I have an Unreal 5.5.4 build of my game that was previously working, unchanged and now I can't get it to load. It immediately crashes after load screen and I am struggling to understand from the log why. seems to be related to this but dont really understand what is happening. Can anyone help? this is filtered to show only outputs from my game (DontMove)35Views0likes2CommentsIntegration for Unreal Engine 5.6
Hi, I'm trying to build a game with mixed AR in UE5.6 but everywhere I look it says I need to download the UE5 integration plugin from this link: https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration/78.0 The thing is I see it goes up only up to version 5.5 for UE5 and no version for 5.6 (I also can't downgrade my project's version). Anyone knows when can I expect a new version for this plugin to match UE5.6?103Views1like4CommentsCasting And Recording Issue
I've been trying to record or cast my unreal engine project, but been unable to do so as in both scenarios the project runs as it's supposed to through the headset itself but is unable to be seen through the video or the casting. Through the cast I can hear the sounds within the project as it's played but I'm unable to see the app itself and same with the video recording. If anyone knows a workaround to be able to see the project being played while casting and recording it would be much appreciated.54Views0likes5CommentsAvatars SDK for UE 5.6?
Hello, We are developing a VR experience in which people can meet in a virtual space. Using Meta Avatars would be great for optimisation purposes (compared to MetaHumans). If that's not possible, what VR character models are you using? The robot mesh with no legs in the Collaborative Viewer Template isn't ideal for our purposes. Ideally, we would like human characters with different hair colours, arms, legs and outfits.53Views0likes4CommentsLandscape flickering / tearing near player when Multi-View is enabled (UE 5.5.4 + Meta XR)
Hi everyone, I’ve been debugging a strange rendering issue for weeks and finally narrowed it down to Mobile Multi-View. Setup: Unreal Engine 5.5.4 Oculus Fork Meta XR Plugin v78 Quest 3 The problem: When Mobile Multi-View is enabled, my Landscape shows “cracks” and flickering holes near the camera — almost like the sky leaks through the ground. The issue: Happens only near the player. Far away, the landscape looks perfect. Disabling Mobile Multi-View fixes it instantly. It happens both in Vulkan Mobile Preview and on the actual Quest 3 build. Material complexity doesn’t matter, even a flat opaque color shows the same behavior. I’ve tested: Rebuilding the landscape (even a new one). Forward Shading, no Nanite, no Virtual Textures. CustomDepth off, no post-process volumes, near clip plane 20cm. The issue only disappears when Multi-View = false Has anyone else seen this? Appreciate any help. Thank you!27Views0likes1Comment