RequestSharedAnchors: Failed with result code 11
I'm building a multiplayer app in Unreal Engine targeting Meta Quest 3 and utilizing shared spatial anchors. I'm trying to request shared spatial anchors by calling GetSharedAnchorsAsync(). I provide a GroupUUID and the anchors UUIDs that I previously saved in the cloud and shared via ShareAnchorsAsync(). However I'm getting the error: RequestSharedAnchors: Failed with result code 11. The error code is tied to the error: Failure_ErrorLimitReached. Here is my setup: -The Quest is logged into the same developer account, which owns the organization which owns the app - The headset is in developer mode - Enhanced Spatial Services are enabled - anchor_persistence_cloud_anchor_service_enabled: true confirmed in logcat - Data Use Checkup (DUC) completed – User ID and User Profile access approved - The organization is verified - Build uploaded to a release channel - The release channel has a test user assigned – the same admin developer account, also used for organization verification The ShareAnchorsAsync call completes with XR_SUCCESS. If maybe this helps, I also found following line in logcat: xr_cloud_anchor_service: discoverSpatialEntities Failed with error: networking::GraphQLError: code=2128025, fb_traceid=EhAbjwCqMot Can anyone please explain to me the cause for error with result code 11? How to setup the sharing + requesting spatial anchors correctly? What am I missing here? I work in c++.22Views0likes0CommentsNeed info on Boundary setup in Unreal 5.6
Hello Guys, My app is a mixed reality app and in my app boundary is not required but it looks like with new OS update boundary is a required. I am using Unreal Engine 5.6(Meta fork) . Is it possible for you to provide the steps for: 1) boundary permissions 2) passthrough enable 3) scene api permissions. 4) Hand tracking Please advise. It would be nice if you can provide a sample project. I am using Meta XR v85 plugin. Best regards, Saurabh Saxena10Views0likes0CommentsUE 5.5 DX12 VR Preview crashes after Meta Horizon Link v85 update
After updating Meta Horizon Link to v85 on Windows, Unreal Engine 5.5 VR Preview crashes consistently when using DX12. Environment: - UE 5.5.x - DX12 - Lumen + Nanite - Quest headset via Link - MetaXR plugin enabled - RTX 4090 laptop GPU Crash: Assertion failed: !EnumHasAnyFlags(TextureDesc.Flags, ETextureCreateFlags::RenderTargetable | ETextureCreateFlags::ResolveTargetable) File: D3D12Texture.cpp Line 299 Behavior: - Normal viewport works - VR Preview crashes after 1-2 seconds - Old projects that previously worked now also crash - Disabling MetaXR plugin stops the crash - Using SteamVR as OpenXR runtime works - Crash only happens when headset is connected through Meta Link runtime This started immediately after updating Meta Horizon Link to v85.44Views0likes1CommentMeta Interaction SDK Version Mismatch in UE 5.7.4 (Requires MetaXR 1.233.0 but found 1.201.0)
I am currently working on a VR project using Unreal Engine 5.7.4 and am running into a version mismatch error between the Meta Interaction SDK and the Meta XR Plugin. The Issue: Upon launching the editor, I receive the following warning: “Meta Interaction SDK version '1.201.0' (v201) requires MetaXR Version '1.233.0' (v201) but found '1.201.0' (v169). Mismatched versions may result in unexpected behavior.” Current Setup: Engine Version: Unreal Engine 5.7.4 (Epic Games Launcher) Meta Interaction SDK: Version 1.201.0 Meta XR Plugin: Version 1.201.0 (reported as v169 by the engine/plugin) Despite both plugins showing as Version 1.201.0 in the Unreal Engine Plugins window, the Interaction SDK specifically requests Version 1.233.0 of the Meta XR plugin to maintain compatibility. Troubleshooting Steps Taken: Verified that both plugins are enabled in the Installed > Virtual Reality section. Updated DefaultBuildSettings to BuildSettingsVersion.V6 and IncludeOrderVersion to EngineIncludeOrderVersion.Latest in my .Target.cs files to ensure they align with UE 5.7 requirements. Attempted to find a standalone download for Meta XR 1.233.0, but the current Meta developer downloads page appears to package them differently. Any help or guidance on how to resolve this version discrepancy so I can utilize the Interaction SDK features safely would be greatly appreciated. Thank you!233Views2likes2CommentsProfiling and Memory in Unity and Unreal | Start Mentor Workshop
This video provides an in-depth guide to profiling in Unity and Unreal Engine, led by Start Mentor Sidney. The session covers the philosophy of performance, practical tool demonstrations, and strategies for maintaining optimization throughout the development lifecycle. Key Topics Covered Performance as a Feature: Why you should profile early, often, and directly on-device to avoid last-minute optimization hurdles. Unity Profiler Deep Dive: Understanding the Timeline and Hierarchy views to diagnose CPU usage and identify bottlenecks. Memory Management: Using the Unity Memory Profiler to track allocated memory, identify leaks, and manage resource pressures like render textures. Unreal Engine Insights: Navigating the “Epic way” of profiling, including how to handle Unreal's multi-threaded architecture and graphics settings for mobile VR. Automated Testing: An introduction to automated performance testing frameworks to streamline your optimization workflow. This session was recorded in May 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:05 – Introduction and Speaker Background 00:43 – The Importance of Profiling: Performance as a Feature 01:12 – Pro-tip: Profile Early, Often, and on Device 05:09 – Unity Profiler: Timeline and Hierarchy Views 09:01 – Diagnosing CPU Issues and Editor Noise 10:08 – Unity Memory Profiler: Snapshots and Leaks 14:18 – Unreal Engine Optimization Philosophy 17:12 – Unreal Insights: Tracing and Thread Analysis 18:53 – Automated Performance Testing Frameworks 📚 ADDITIONAL RESOURCES ➡️ Developers Blog ➡️ Meta Quest Developer Hub 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon. 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today.
28Views0likes0CommentsApp Key Error
I have a few apps I'd been working on which are on my developer account which are all based off of the same project - due to this I've managed to use the same app key across a few projects (silly, I know). Would this potentially be causing a problem I have with achievements / leaderboards? One of the apps works fine, however another app doesn't seem to register any achievements or leaderboards. If so, is it easy to change the app key over? Unfortunately the one I'm having issues with is the one that I'm actually looking to release! For reference I'm using a slightly modified 4.27 Oculus UE Build.87Views0likes2CommentsUpdated Meta Horizon Link app to 85.0.0.239.552 and now USB Link breaks within a min or so.
Everything was working fine for months but after updating to 85.0.0.239.552, my USB link is broken. After a min or so, the video craps out. Images below, video attached. This is not while playing games or dev'ing in Unreal or Unity. This is simply connecting my headset and going into PC link via USB-C cable. I simply go into PC link, wait about a min, and it craps out. After this happens, I can exit out of Link. When I disconnect and reconnect the USB cable, the headset registers the connect and pops up the USB debug window. But if I go to Quick Settings, the Link button says no PC is connected. Link functionality is broken. The ONLY way to reset Link is to restart the headset. Then I can go back into PC Link, wait a min or so, and then it craps out again. This has completely stopped all development on my project.537Views3likes6CommentsCrash reports
Hi guys, I have a crash report that affects just one user and always occurs in exactly the same place. Other players with the same build, same HMD are playing fine. As far as I have been able to work out the issue is related to UI Widgets but even this i am not certain of. Does anybody have any idea what's going on here and how to debug and fix it? This is the report summary and then the stack trace... oculus:native_crash:SIGSEGV:libUE4.so::FSlateRHIRenderingPolicy::BuildRenderingBuffers(sanitized)::$_21::operator()(sanitized) const Thread 10669\ #00 pc 000000000008c438 /apex/com.android.runtime/lib64/bionic/libc.so (memcpy_aarch64_simd+248) (BreakpadBuildId: 5cc6b9f35ce196db1de51b94b123688b0)\ #01 pc 0000000008abc378 libUE4.so (FSlateRHIRenderingPolicy::BuildRenderingBuffers(FRHICommandListImmediate&, FSlateBatchData&)::$_21::operator()(FRHICommandListImmediate&) const + 0x98) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #02 pc 0000000007829a94 libUE4.so (FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase&)+168) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #03 pc 000000000784bba8 libUE4.so (FExecuteRHIThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)+164) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #04 pc 000000000784b980 libUE4.so (TGraphTask<FExecuteRHIThreadTask>::ExecuteTask(TArray<FBaseGraphTask, TSizedDefaultAllocator<32> >&, ENamedThreads::Type)+52) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #05 pc 0000000006e3ca18 libUE4.so (FNamedTaskThread::ProcessTasksNamedThread(int, bool)+244) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #06 pc 0000000006e3c598 libUE4.so (FNamedTaskThread::ProcessTasksUntilQuit(int)+108) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #07 pc 0000000007889144 libUE4.so (FRHIThread::Run()+72) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #08 pc 0000000006eb1a6c libUE4.so (FRunnableThreadPThread::Run()+96) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #09 pc 0000000006e3b0f0 libUE4.so (FRunnableThreadPThread::_ThreadProc(void)+68) (BreakpadBuildId: 3e5160afb0844a0e3b5777981db217330)\ #10 pc 00000000000fd0ec /apex/com.android.runtime/lib64/bionic/libc.so (pthread_start(void*) [bionic/libc/bionic/pthread_create.cpp:382 + 0x4]) (BreakpadBuildId: 5cc6b9f35ce196db1de51b94b123688b0)\ #11 pc 0000000000094fb0 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread [bionic/libc/bionic/clone.cpp:53 + 0x4]) (BreakpadBuildId: 5cc6b9f35ce196db1de51b94b123688b0) 2026 Meta52Views0likes1CommentQuest 3 v203 forces 6DoF Headset Tracking when launching an app, but I need to use 3DoF
Hi everyone, I am developing a UE5 application for Meta Quest 3. My use case requires the headset to work in 3DoF , I need to disable Headset Tracking / motion tracking in the Quest system settings, because the application is used in a moving environment where 6DoF positional tracking is not stable. However, on the latest Quest system version v203, when I disable Headset Tracking and then launch my app, the system shows a prompt asking me to enable Headset Tracking / 6DoF. If I choose not to enable it, the application closes and cannot continue. I have already tried adding the following to the final AndroidManifest.xml: <uses-feature android:name="android.hardware.vr.headtracking" android:required="false" android:version="1" /> I confirmed that this entry exists in the final APK Manifest, but the Quest system still forces me to enable Headset Tracking when launching the app. My questions are: 1. Is there an official way in Unreal Engine / Meta XR to allow a Quest app to launch when Headset Tracking is disabled? 2. Is there an Unreal equivalent of Unity’s “Allow Optional 3DoF Head Tracking” setting? 3. Is this forced 6DoF prompt a system-level behavior in the latest Quest v203 firmware? 4. Can an app disable or bypass this prompt, or is it impossible from the application side? My target device is Meta Quest 3, running the latest system version v203. Any official guidance or workaround would be appreciated. Thank you.76Views0likes1Comment