Android standalone LAN multiplayer. Possible?
I have an Meta MP application, registered via Meta dashboard, working via EOS. It works. (I mean, i m familiar with this workflow). I can make Unreal app, that connects players in LAN (without internet). So, the question is: Is it possible, to connect 2 (or more) Quest 3 (standalone app) users WITHOUT internet, via LAN? (I'm not meaning Colocation,MR capability, just standard network connection). Or every MP possibilities require initial connection to internet ( Meta), and approving via dashboard for security reasons? If "Yes" - how to do this? How to realize this workflow?12Views0likes0CommentsScene is jittery when I walk around
AR application built in UE 5.5.4 using Meta XR plugin v78. I'm sideloading an APK onto Quest 3 headsets. If I stand still and look from side to side, the scene is smooth. But if I walk around, the scene is jittery. Once I stop walking, and just look around, the scene is smooth again. So the shakiness seems to be specific to trucking the camera (walking around an area), but not tilting or panning (looking side to side). It's the same way when I only have a few cubes in the scene, so the jitteriness is not due to latency from scene complexity. The room is a normal, well lit room. There's no crazy items, like huge TV screens or massive windows. Any help troubleshooting and/or tips on improving tracking would be appreciated. Is this something spatial anchoring would help?Solved49Views0likes1CommentDrone Core Command
Summary: Drone Core Command is a gesture-based pet combat game where players command their pet mech to take control of the battlefield. Players can customize their loadout / mech abilities using 'drone cores', and will be able to repair their mechs after a battle back at their hub. This first week of development focused on establishing viability for the concept and main features that will be used in combat. Players can use their left hand to spawn a series of drone cores to pick from, and install them in their gun mounted on their right arm either for direct damage or mech targeting. Features: Inventory - players can gesture to open and select a drone core from their inventory to place in their arm gun Arm gun - either a source of direct damage or targeting for the players pet drone Mech stats - a display mounted on the player's inventory arm that will show the state of the mech and any selected drone cores being used Autonomous vs Player assisted targeting - if players decide to use a drone core that is for mech control, they can point at their desired targets to control their mech Map Overview - this will be the way players can move their mech around the field at greater distances (not sure if this feature will make it all the way to competition end, but am thinking it's still worth testing to explore additional game-board like gesture control in a boardgame like setting). At the very least, the map overview will provide battlefield stats UX Challenges Context sensitive and accurate gesture detection is pretty challenging. Hand poses that are detected at the right time, and in the right context, are an important part of the game feeling intuitive and easy to play. This includes designing the game so the player never needs to block visibility of the sensors that might hitch the detection of the player's hands. No player movement - this game is designed specifically to bring the world to the player rather than move the player around the world. Players won't need to move around as the focus will be on loadout interfaces and battlefield control from a distance. Next Steps Player journey - building out the framework of the game so players can start at a main menu scene, load into their hub, deploy to the battlefield, and return to the hub. Building the basic functionality for the hub - this is where players can select their drone cores from their library, (or maybe even augment their drone core for additional player agency), select and review a mission map, and repair their mech from previous battle damage. A stretch goal here would be to build out the gesture-based mech repair system Map overview iteration - am hoping to build a simple pick-up-and-place-the-mech type system on the battlefield map to move the mech around larger distances, but maintaining good player visibility for enemy targeting. Inspiration IP - have always enjoyed mech-type IP. My early days of gaming were inclusive of running around in a timberwolf. Input - I did a lot of research in motion-controller interactions when I built MageWorks (VR game on Quest), and targeting systems when I built BlastPoint (mobile AR game). Being able to take the learnings to the next step with gestures is part of my motivation for this project. Gameplay - was looking to combine pet-based combat/player agency (e.g. as exhibited in WoW for pet-based players classes like the hunter and warlock) with a hybrid strategic/tactical style of play much like old-school games such as final fantasy advance tactics. (that's where i want to try moving the mech around to different quadrants/regions as a form of strategy to both keep it alive, and giving players a sense of target priority at both a macro and micro scale. Credits While i'm working on this project as a solo dev, i'm using the marketplace for art, sound, and animation assets as placeholders while i focus on scripting the game in UE5. Many thanks to the marketplace community, forum contributors, and overall XR community for the many resources they have made available over the years. If you made it this far, thanks for reading, and feel free to reach out with any questions or feedback. Once I get a build up and running in a pre-alpha channel on the Quest app store, am happy to add folks to the build for testing. In the meantime, will try and keep this thread updated as the game progresses.
65Views0likes8CommentsTrying 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.Solved62Views1like5CommentsIssue with Meta Interaction SDK v74 on Oculus-5.5-v74 Unreal Engine Fork
Issue Description I downloaded the Meta Interaction SDK (version 74) and integrated it into the Unreal Engine fork oculus-5.5-v74 from GitHub. The integration works correctly inside the Editor, and VR Preview runs without any issues. However, when I package the project for Quest and install the APK on the headset, the application: launches, shows a black screen for less than a second, then immediately crashes/auto-closes. When I disable the Meta Interaction SDK plugin and rebuild the project, the packaged application works normally on the device. This confirms that the crash is directly caused by the Interaction SDK during runtime on the Quest. What I Have Already Verified The plugin is properly added under /Plugins/runtime/OculusInteraction. Engine fork version matches the Meta SDK version (both v74). No conflicts in Editor logs. No errors during packaging. The crash happens only on device startup, not in VR Preview. Expected Behavior The packaged app should run the same way it does inside VR Preview. The Interaction SDK should not crash the application on Quest when the correct version is used. Request Could you please advise on: Whether Meta Interaction SDK v74 is fully compatible with the fork oculus-5.5-v74-openxr-asw-ffr. Any additional setup required to ensure correct initialization on Quest (permissions, XR loader, manifest changes, MetaXR modules, etc.). Whether this is a known issue for v74 of the SDK. If this fork requires a specific Interaction SDK variant different from the public one.58Views0likes2Commentsunreal 5.6.1 + metaXR (oculusXR) plugin compilation errors
UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: LowLevelTasks::FTask::ActiveTask UATHelper: Packaging (Android (ASTC)): >>> referenced by Task.h:371 (Runtime/Core/Public/Async/Fundamental/Task.h:371) UATHelper: Packaging (Android (ASTC)): >>> C:/Users/User/Desktop/UnrealGameProject/Plugins/MetaXR/Intermediate/Build/Android/a/UnrealGame/Shipping/MRUtilityKit/MRUtilityKitDestructibleMesh.cpp.o:(UMRUKDestructibleMeshComponent::SegmentMesh(TArray<UE::Math::TVector<double>, TSizedDefaultAllocator<32>> const&, TArray<unsigned int, TSizedDefaultAllocator<32>> const&, float, float, float)) UATHelper: Packaging (Android (ASTC)): >>> referenced by Task.h:371 (Runtime/Core/Public/Async/Fundamental/Task.h:371) UATHelper: Packaging (Android (ASTC)): >>> C:/Users/User/Desktop/UnrealGameProject/Plugins/MetaXR/Intermediate/Build/Android/a/UnrealGame/Shipping/MRUtilityKit/MRUtilityKitDestructibleMesh.cpp.o:(UMRUKDestructibleMeshComponent::SegmentMesh(TArray<UE::Math::TVector<double>, TSizedDefaultAllocator<32>> const&, TArray<unsigned int, TSizedDefaultAllocator<32>> const&, float, float, float)) UATHelper: Packaging (Android (ASTC)): >>> referenced by Task.h:371 (Runtime/Core/Public/Async/Fundamental/Task.h:371) UATHelper: Packaging (Android (ASTC)): >>> C:/Users/User/Desktop/UnrealGameProject/Plugins/MetaXR/Intermediate/Build/Android/a/UnrealGame/Shipping/MRUtilityKit/MRUtilityKitDestructibleMesh.cpp.o:(UMRUKDestructibleMeshComponent::SegmentMesh(TArray<UE::Math::TVector<double>, TSizedDefaultAllocator<32>> const&, TArray<unsigned int, TSizedDefaultAllocator<32>> const&, float, float, float)) UATHelper: Packaging (Android (ASTC)): >>> referenced 25 more times UATHelper: Packaging (Android (ASTC)): clang++: error: linker command failed with exit code 1 (use -v to see invocation) I'm trying to update a project from 5.4 to 5.6 and getting this error with the v81 sdk https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration I'm able to compile in VS but not in the engine.Solved165Views0likes4CommentsOnly 1 instance of MetaXR simulator staring in MP mode
After updating Meta XR Simulator to version v81 - only 1 instance of MetaXR simulator staring in MP mode, but previously on v 78 (if i set "2 players" and "listen server") it starts 2 windows of Simulator. UE start TWO windows (for both players) but Simulator only ONE. How to fix it?9Views0likes0CommentsXR Bootcamp Workshop: Competition Prep to Submit Your App
Join XR Bootcamp for a practical, step-by-step workshop focused on packaging and submitting your app to the Alpha Release Channel for the Meta Horizon Start Developer Competition. We’ll walk through the full submission workflow for Unity, Unreal, Spatial SDK, and WebXR (IWSDK) applications. You’ll learn best practices, how to avoid common pitfalls, and how to handle challenges such as sharing release channels with judges, ensuring video visibility, incorporating API keys, and more. We’ll wrap up with a live Q&A followed by a dedicated Office Hour, where mentors will troubleshoot your specific submission issues 1:1. You’ll leave ready to submit your project with confidence! Join on Zoom55Views0likes0CommentsUnreal Engine 5.6 meta source
Did anybody actually got the 5.6 engine from meta source compiled? I get a lot of warnings and errors, the same as with the regular Epic 5.6 from source. So it is not working for me. With 5.7 there is no problem anymore, so I am going to wait until Meta also has updated to 5.7. Greetings from the Netherlands28Views1like0Comments