MetaXR Plugin for Unreal Engine 5.2
Curious to know general ETA on plugin support for unreal engines 5.2? Have been using 5.2 binary release for a bit, but i haven't seen any info in git or forums about MetaXR official support. Have been using the 5.1 compatible plugin (v53) in the meantime with some minor tweaks so it compiles for UE5.2, but it's not a long-term solution. Any info would be helpful. Thanks!5.4KViews12likes7CommentsGet Oculus Identity returns No Logged In user
I try to get my ID with GetOculusIdentity node but it fails and prints out LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app. Also tried Get Oculus ID and it also returns No logged in user I run Verify Entitlement before and it succeeds, I have the correct appid of my game in my DefaultEngine.ini and the account passes authentication9.4KViews4likes14CommentsMetaXR plugin broken in Unreal Engine 5.4
The MetaXR plugin is broken for the latest on ue5-main branch (commit 7b00eca). Some part of the core VR integration was changed by Epic. Even though it should all be going through OpenXR. A beta MetaXR plugin for UE 5.4 would be nice.Solved9.2KViews3likes15CommentsOcclusion modes
Hello, We are building a game for the Quest2 and are experiencing significant frame drops at view angles which have a lot of meshes behind a wall. It seems like the dynamic occlusion is taking up a significant amount of time. Our frame times are dropping from 90 to 40 by just looking in the direction of many meshes. We have tried all available occlusion methods including: - Precomputed Visibility Volumes (Baked and could be seen in editor, but no effect at runtime) - Dynamic Hardware Occlusion (On by default, still taking up a lot of time when view angle it looking towards wall) - Dynamic Software Occlusion (Disabled HW occlusion and used this, but perf was still low as BSP does not contribute to software occlusion) Are there any tips on how to set this up? and if so, Has anyone had any luck with getting Precomputed Viz volumes to work on their project?1.1KViews2likes0CommentsBest 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 you1.2KViews2likes0CommentsOculus VR Plugin Missing in Unreal Editor Project Settings Menu - Intended Quest Development
I am trying to make an app for Oculus Quest using Unreal Engine and the Oculus VR plugin while developing on macOS. I wish to access the settings of the Oculus VR plugin in the Unreal Editor in the "Project Settings" panel in the "Plugins" section, but the OculusVR item does not appear (see first screenshot below) even though the Oculus VR plugin was enabled in the "Edit->Plugins" menu (see second screenshot below). The expected appearance of the OculusVR plugin settings are described in the "Configure the Oculus Plugin for Unreal Engine" guide. I have followed all preliminary steps listed in Oculus' Quick-start guide for Unreal Engine development on Quest. I have experienced this behavior with both the Unreal Engine editor binary download from the Epic Games Launcher, as well as from the editor I built from source using the Oculus-VR Unreal Engine repository. The versions I used are: Epic Games Unreal Editor Binary: 4.25 Oculus Source Code for Unreal Editor: 18.0 based on UE 4.25 I am developing on MacOS Mojave (10.14.6). This same issue has been pointed out in other posts and forums. The solution mentioned in a couple of the posts is to download the Oculus Rift software, but this software only supports PC and not MacOS, so I am unable to use this. Surprisingly, this solution worked for PC users who were not attempting to develop for the Rift, but instead for the Quest. Another partial solution mentioned, which only allows you to modify the FFR setting for the plugin, is explained at the bottom of an Oculus guide on FFR in Unreal Engine. Is there any known full solution to this issue, specifically when developing on MacOS? I assume it would be simple enough to see the plugin settings for a plugin which has been enabled in the Unreal Engine editor. Thank you for any help on this topic. I originally had many helfpful links inserted into this post, but the Oculus forum has prevented me from posting links because I am "too new". This greatly reduces the quality of this post and is very sad. I have created a duplicate post on the Unreal Engine forum, so if you are looking for the links, please visit there!7KViews1like9CommentsPost-process tint not working with r.Mobile.TonemapSubpass on Quest 3, UE 5.4.4 + Meta XR v71
Hi everyone, I'm developing a VR project for the Meta Quest 3 using Unreal Engine 5.4.4 (official Epic branch, not Meta fork) with the Meta XR plugin v71. I'm running into an issue with controlling tone mapping and applying scene tints using post-process volumes. Issue Summary: I need a post-process volume to adjust tint for a specific area via color grading. I followed the official Meta documentation for tone mapping (link) and enabled r.Mobile.TonemapSubpass=1. Even after disabling all post-process volumes (including those attached to my VR pawn), the scene is still globally tone mapped. When I activate my custom post-process volume, the intended tint effect does not show up. Questions: Is there a reliable workflow for toggling tone mapping, or controlling post-process volume tints (e.g. Scene Color Tint, Color Grading LUT) in a localized area on Meta Quest 3 with Unreal Engine 5.4.4? Are there known engine/plugin bugs or limitations with tone mapping or post-process tint effects when using the Mobile Tonemap Subpass option? Is this issue present in the official Epic branch with Meta XR 71? Are there any recommended workarounds or specific settings to enable area-selective tinting, or a timeline for fixes if this is a recognized problem? Background: I have tested enabling/disabling volumes, used “Infinite Extent (Unbound)”, and tried runtime toggling via Blueprint and console commands. The problem persists both in-editor and on device. Any insight, workaround, or official update from Epic/Meta would be hugely appreciated, as proper localized tint control is critical for my project’s visual design! Thanks in advance!120Views1like0Comments