MetaXR plugin v49 bugs with UE 5.1.1 from Epic and the standard OpenXR Template
I share these errors that I see have already happened to several people, including me: First error: If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from ”Oculus OVRPlugin + OpenXR backend (current recomended)” to “Epic Native OpenXR with Oculus vendor extensions”, after the forced restart generates this exception: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 UnrealEditor_OculusXREyeTracker UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Renderer UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll I see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file. Second bug: When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is at eye level and the buttons on the controllers don't work, although we can move our eyes and hands without moving our fingers. It seems that in the VRPawn Blueprint, the Begin Play event does not detect the HMD as Enabled. Third bug: Using the unchanged VRTemplate and the OpenXR and MetaXR plugins, an Android build can be made without problems, except that the bottom three fingers of the hands only work while making some selection in the menu panel.4.3KViews1like2Comments