Unreal Engine github version not compatible with MetaXRPlatform plugin.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background: I've downloaded and compiled the latest Unreal Engine github fork I've built my project and it works and everything is compiling and happy I made a Game Instance blueprint I've tried to drag out an Entitlement pin, and Unreal Engine finds nothing. When I download the MetaXRPlatform (Version 65.0) The Engine starts up with this error: The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway? and when I press Yes it gives me another error: The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JPSolved4.9KViews1like8CommentsWhat are the differences between Oculus OpenXR and Epic OpenXR ?
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR. I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR). So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?Solved2.7KViews0likes5Commentsquest3+metaXR+ue5.3.2=just one eye
I am writing a **Quest 3** **headset program** with **passthrough** in **Unreal Engine 5.3.2**. The headset and plugin versions are both **V62**. However, I'm encountering an issue: if I only use **MetaXR**, I can only see a **black background and rendered content in the left eye**, while the right eye has no issues with passthrough. Even if I turn off passthrough, only one eye is rendering. I've also tried using the **officially downloaded SpatialAnchorsSample**, but the problem persists. I can confirm that it's not a device issue because the same project renders without any problems in the **Unity version**. 🤔 If you have any insights or solutions, I'd greatly appreciate it! 🙏2.7KViews0likes4CommentsConsume Input not working in MetaXR Plugin
I'm working on a MR project on the Quest 3 at the moment and just switched from the OpenXR plugin to the MetaXR one to utilize that functionality and ran into a problem: "Consume Lower Priority Enhanced Input Mappings" - which was working as intended before the switch (and does work again, once I switch back) - breaks. The input is no longer consumed and all Mappings get executed. I have a rough workaround for now (removing the lower priority Mapping Context entirely), but I'd much rather utilize the Consume Input functionality as intended. Is there any fix for this, or do I just have to wait for an update? UE: 5.3.1 MetaXR Plugin: 1.92.0768Views0likes0CommentsUE5.3 - Meta Quest 3 - Simulate eye sharpness/blurriness
Hi everyone, We are developing a MR app with the Meta Quest 3 passthrough and we're trying to imitate eye sharpness/bluriness. Preferable with image input (black white mask where it should be sharp en where it should be blurry). Ideas we've tried: - Placing milk glass in front of the player - results in black view - Trying to adjust camera DOF - doesn't affect passthrough - UI Background blur - results in black view as well I think it's also possible if we can acces the passthrough feed as texture/material, adjust it in a dynamic material instance en place it back. So far we can't seem to figure out how to retrieve the passthrough feed. Is this possible or is this inaccessable? Or are there any other suggestions on how to achieve the effect? Thanks in advance. Kind regards827Views0likes0Comments