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.39Views0likes2CommentsMetaXR 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!5.4KViews12likes7CommentsMetaXR 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.Solved9.1KViews3likes15CommentsHas 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?467Views0likes0CommentsPLease help, my VR Hands have changed angle with MetaXR Plugin plus a OculusTouch_v3Controller error
I just got my first Quest 3 APK to build to the Quest 3 from Unreal 5.3, (OMG Yay!) there is just one problem, the Full Body IK with Gravity Gloves game mode nd character I have been working on for years, the Hands are at an odd angle since I enable the MetaXR plugin! Is this a known issue? I hope it is an easy fix, I am so close to making this available to other people. Also: Everything is working with the MetaXR Plugin, should I have the Open XR plugins enabled? Do I use them both? Iget this error message as well: "Failed to load /OpenXR/Devices/OculusTouch_v3/Left/left_OculusTouch_v3Controller.left_OculusTouch_v3Controller Referenced by MotionControllerLeft_GEN_VARIABLE Does anyone know if that is referring to a mesh, and would it be a folder under Engine/Plugins, or Engine, or Content? Thank you! Happy 2024: The Year Of VR!1.5KViews1like3CommentsUnreal Spacial Anchor Sample not working as expected
Hello, I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below) Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again. Has anyone any Idea why this happens? Does this only happen to me? I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed. I am also getting the following errors in the console: LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, baseSpace, ToXrTime(GetTimeInSeconds()), &spaceLocation), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:11833 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302) Thanks in advance for your help1.5KViews0likes4CommentsUE 5.1 - Meta XR 54.0 not showing up
Another day another bad experience with Meta Quest Pro / Unreal Engine I am using Ubuntu and Unreal Engine 5.1.1 I downloaded the latest version (54.0) of the Meta XR Plugin I put it in the Plugins/Marketplace folder. It does not show up in the project settings. What am I doing wrong? General Feedback: - Why is the Plugin Version called 54.0? - Why does it say in the plugins list its 1.86.0? - Why is the documentation so outdated? - When is the plugin version for 5.2 coming out?1.5KViews0likes1Comment