Tracking flickering with Scene API, Unreal Engine 5
Hello, I'm having an issue with Unreal Engine 5's MRUtilityKit. When I try to use the Scene API to make meshes appear on walls, it works. However, as soon as I press the Meta button to recenter the game or I step out of the boundary and return, the game elements appear in multiple locations at once while flickering, as if the tracking goes crazy. This makes the Scene API feature unusable for our project. I've tried the application on multiple headsets and built it from several PCs, but the issue remains. When I use the deprecated solution with the "OculusXRSceneActor" everything works fine, I don't have these tracking issues. Unofrtunately i need some features only avalaible in the Scene API. Thank you for your help, JoachimSolved1KViews0likes1CommentQuest3 and UE: Virtual Window/Portal through passthrough into a virtual world
Hello everyone, We're still struggling to get a "window/portal into a virtual world through passthrough" effect working on the Quest 3 with the latest Meta Plugin and Unreal Engine 5.3. There does not seem to be a working "inverse" Punch-a-hole material that punches a hole through an overlay passthrough layer, which would be basically ideal. Alternatively, I tried to use an underlay passthrough layer and get a regular portal effect via custom depth & stencils, but that just does absolutely weird things when deploying on the Quest itself, I assume because post processing / mobile deferred rendering is really not well supported. Does anyone have any other pointers into what could work? I kind of just want my real window/door look out into a virtual word. We'd be really thankful for any help!2.9KViews1like5CommentsCannot access scene model entities at runtime on UE5.2 / Quest 3
Hi there, I cannot access the scene model which I previously captured using Scene Capture. For my test, I have added the table of my PC workstation. Following the documentation I have added an OculusXRScene actor and configured it. This has definitely worked, as I can see the box shape representing the table when I hit "play in VR". Also, I can see the SceneMesh which I recorded with the depth scanner on the Quest3. When I call GetActorsBySemanticLabel and specify "TABLE" as per the semantic label list on the documentation page, I get zero actors. I am wondering if this is because I use link (for fast testing) but it would surprise me since I can access the scene mesh. Thanks for any hint!!Solved5.1KViews0likes13CommentsExpanding Scene Actors
Hi there, I'd like to expand the use of Scene actors to be able to replace Scene elements with any Blueprint and not be limited to static meshes (eg. I want to be able replace the user's table with a table BP that I can control to open drawers, place things on it, etc.). I'm hitting a wall with the provided OculusXRSceneActor not being expandable (nothing in it is virtual) and I can't duplicate it because it uses API entry points which are in the private section of the plugin (specifically OculusXRAnchorManager set of static functions). At that point, I feel like I have to switch to source in order to get what I want (which I'd rather avoid at that stage), because nothing is allowed beyond the (quite restricted) options showcased in the demo projects. I guess another thing I could do is spawn the anchors as they are by default (with an empty static mesh), then collect them and spawn my own BP based on their location / scale, but that's quite dirty to begin with, and since there are no available callbacks to hook on to know when the scene is done populating I'd have to check on tick, which makes it dirtier / less performant. Any help / insight for me? Would it be possible to edit the plugin to make some things accessible without compiling the whole source? Thanks!3.8KViews0likes12Comments