Trying to get Scene working
Hello all, I'm starting an AR Unreal 5.6.1 app with the Meta Quest 3. I'm trying to figure out how to scan my (real) environment and do raycasting against the room mesh. The Scene docs page points me over to the MRUK page. The MRUK page says to call LoadSceneFromDeviceAsync. When I do that my App crashes, and I pulled the .log file off my Android/<project> folder on my device and it had no callstack. So I started reverse engineering the setup done in the "Core" level in MRUtilityKitSample. The thing is, I can't get scene scans to work in the Sample on the Quest 3 either. On the Quest 2, it forced me to manually draw walls and furniture but then I was able to use the raycast modes, identify the main wall, etc. On the Quest 3, it takes me to the room auto-scanner but then when I return to the MRUKSample app the Room Details widget says there are 0 rooms loaded and none of the core demo modes seem to do anything. I noticed that Core.umap -> SetupRoom is using a deprecated node, LoadGlobalMeshFromDevice. So I tried replacing it with GenerateProceduralSceneMesh, but that function fails if you don't add a global anchor first. So before I continue to try to mess with this I want to ask if anyone has gone through and gotten scene capture working on v81. MetaXR plugin is v81.0 / the OculusXR.uplugin file has Version Name "1.113.0" Headset says software is up to date, is also v81.0 from Nov 20, 2025 This is what I see after I run "launch scene capture" and return.Solved62Views1like5CommentsMETAXR plugin crashes on PIE
I am using METAXR plugin V1.110.0 / UE 5.5.4 If I try to run my game PIE in viewport or VRPreview it crashes with the below error - This happens if I try to load any widget menu containing MRUKSubsystem/Launch Scene Capture. If I disable the menu it loads. The game does not crash if build and run directly on Quest but I really need to be able to test in the editor. Anyone know a fix? LoginId:bc44035f48d9c6c278222b8dc749e0ef EpicAccountId:8706d436a29d4b82ae1d40ea1b5836a4 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 mrutilitykitshared mrutilitykitshared mrutilitykitshared mrutilitykitshared mrutilitykitshared mrutilitykitshared UnrealEditor_MRUtilityKit!UMRUKSubsystem::LoadSceneFromDevice() [Y:\MetaCompWorkspace\Metacomp\Plugins\MetaXR\Source\MRUtilityKit\Private\MRUtilityKitSubsystem.cpp:454] UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_UMG UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_UnrealEd UnrealEditor_UnrealEd UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor kernel32 ntdll17Views0likes0CommentsHorizonOS 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! -Sebastian108Views0likes1CommentSpace sharing with EnableWorldLock = true drifts the controller pose
I am using the meta MRUK sdk to share the scene space between an host and a gust user with the EnableWorldLock = true. After the scene is shared, the guest's right/left controller pose is slightly misaligned. I tried to convert from local space to unity or room space but it did not work to realign the pose. Did anyone have the same issue? Thanks for any help34Views0likes1CommentQRCodeTrackingSupported returns false in build but works in Editor
I’m working with the Meta MRUK QR Code Detection sample. The QR code detection scene works perfectly in the Editor, but when I build the project for Quest 3, the property QRCodeTrackingSupported is not have a green tick: Due to this, the QR Code is not getting detected. This functionality works perfectly fine in the Editor and is detecting the QR codes properly as well. Here’s my setup: Unity 6000.1.4f1 OpenXR 1.15.0 Meta XR SDK v79 Meta Horizon OS v 79 (Quest 3) Has anyone seen QRCodeTrackingSupported return false only in build? Any guidance on the correct setup or SDK version needed for QR code detection on Quest 3 would be really appreciated. Thanks!Solved211Views0likes3Comments