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I developed a mixed reality for a gallery exhibition for a client. While I was away I have been told that the app I did somehow closes and you the find yourself in the main menu of the headset.this is happening to multiples headsets.i think this got worse once we completely took away the controllers, so that users could not use them, but just their hands.the app is a unreal engine level with interactive elements that loops, (at the end of the experience it reopens the level)any idea what’s the issue? thanks a lot
Hi this is my first post, couple weeks ago I decided to make a Ben10 game with passthrough and hand tracking in unreal engine this my Git Repo. I'm using UE 5.5.4, MetaXRInteraction v74.0.0 and UnrealMetaXRPlugin v74.0.the problem is with the huge collisions that comes when I add ISDK (both to my Omnitrix actor as interactable and my player pawn hands to interact with it) these collisions effects all my worlddynamic collisions type objects.two things want to ask:1.is it supposed to be this big? can I make it smaller?2.how to change it to only interact with my Omnitrix actor? I tried to change the collisions type (is on worlddynamic by default) of ISDK in my IsdkHandRigComponent Left and right and changing it will make me unable to interact, collisions of my pawn with ISDK (the other big one is for isdk of omnitrix):my collisions when I delete ISDK from my pawn:this the ISDK collision that I'm wondering maybe help:
We are making a VR animation using unreal and Oculus Rift.We are wondering whether it is able to turn off a white hourglass on the right side when loading a new level.The black screen is ok. We just want to remove a white hourglass.(Also, is OVR available in Unreal?)The levels belong one level and we are using visibility track in a master sequencer like:
Hello,I'm trying to build a local multiplayer app in large rooms.I saw that the new version of the Scene API was updated to handle large rooms, even though I have to set the room then disable the guardian (because the max guardian is too small).Both samples are not working on Quest 3 by design because it lacks the code to, which I was able to fix. However:- ColocationHS sample does not work at all on Quest 3. Once I click on "Create session", it crashes ;- Share Scene Sample partially works as I'm able to create the Shared Anchor and share the scene, but the scene on the client is not located at the right place. It seems that it shared well the number of meshes, but the location of them is wrong and their scale too.Would any one be able to help?
Hello,I’m writing to report two critical issues encountered in SDK v74 when using FMOD 2.03.06 with Unreal Engine 5.5.4 (modified to compile via MetaXRAudio.Build.cs adjustments, as official UE 5.5 support is pending in v76).Issue 1: Occlusion Regression in v74Description:Occlusion behavior degrades in v74 compared to v72. Sound incorrectly interacts with geometry (e.g., improper attenuation when obstacles appear), despite identical scene configurations. Reverting to v72 libraries restores expected behavior. Here's video comparison demonstrating occlusion behavior differences between v74 and v72:v74 FMOD libs: https://vimeo.com/1076316873/88744e8637v72 FMOD libs: https://vimeo.com/1076318611/c5b7067c2bIssue 2: Coordinate System Mismatch in Acoustic Ray TracingDescription:Acoustic probes generate at incorrect positions due to a coordinate system mismatch between ovrAudio and Unreal Engine. Probes spawn on cube side faces instead of top faces (see attached screenshot).The coordinate syst
Hey people, i'v been trying to do some Oculus project in UE 5 but everything i do is wrong, i'v seen a lot of tutorials and nothing, this is what i get when i build.LogFab: Display: {"interactionType": "Open Tab","eventCategory": "Plugin","eventAction": "Click"}LogCEFBrowser: CEF GPU acceleration enabledLogSlate: Window 'Fab' being destroyedLogSlate: Window 'Fab' being destroyedLogWebBrowser: Closing browser during destruction, this may cause a later crash.LogWebBrowser: Deleting browser for Url=https://www.fab.com/plugins/ue5/.LogUObjectHash: Compacting FUObjectHashTables data took 0.56msLogTurnkeySupport: Project requires temp target (OculusXR plugin is enabled)LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/Ezcrane/OneDrive/Documentos/Unreal Projects/TecEstalberiana2/Binaries/Android/UnrealGame.target does not exist.LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.4/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsFo
Hi,I'm developing an XR experience with Unreal engine 5.4.4 and Meta XR plugin 71, the building process is successful but once it install on Quest3, the installation going to be failed, the log pointed that the Target API should be on 33 which is 33 but it said is 32, what should I do?
Hello,I am new to Unreal and I have Engine 5.5.4 and a brand new Meta Quest 3S Headset which I've Air Linked to my PC. Everything seems to be set but the VR Preview option is grayed out. Is there a Plugin I need to download? I do have OpenXR enabled but that doesn't seem to help. Any suggestions would be appreciated!
... I want to use them to explore worlds I have created in Unreal Engine. Any guidance would be appreciated. Are there any videos on this? If I have a model open in Unreal on my Computer can I walk through it with my Headset using Bluetooth?
Hello, My project is always crashing when i try to go in VR preview with meta quest 3 on Unreal Engine 5.3.2. I'm not finding any solution. I've the Meta Xr plugin v60. and everything is working on standalone mode. I have the following crash error : LoginId:7aff4d3b4ef36ecf64572da899087c86EpicAccountId:a47bb68446ad4d48accb8cb922b13925 Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00007ffa463b4d80 D3D12CoreViveOpenXRHandTrackingOVRPluginOVRPluginOVRPluginOVRPluginOVRPluginUnrealEditor_OculusXRInputUnrealEditor_ApplicationCoreUnrealEditor_SlateUnrealEditorUnrealEditorUnrealEditorUnrealEditorUnrealEditorUnrealEditorkernel32ntdll Is anyone experiencing same bug ?
Hi,with the 5.3.2 Meta fork, running standalone, I get these dither like grid patterns inside the banding from a masked material using alpha to coverage with 4xMSAA.Is this working like it's supposed to? I knew about the banding, but the grid didn't show up during my in editor testing.
Hi everyone,I’m encountering issues when trying to build my project in Unreal Engine 5.5.4 using Meta XR Plugin Version 74.1 in the default VR Template. The build fails during the process, and after reviewing the logs, it seems there’s an issue related to the plugin integration. BUILD PLATFORM WINDOWS.Here are the details of the error I’m facing:Software Versions:Unreal Engine: 5.5.4Meta XR Plugin: 74.1Operating System: Windows 11Problem Description:When attempting to package the project for Windows (Win64), the build fails, and the following message appears in the logs: PackagingResults: Error: Unknown Error.What I’ve Tried:Reinstalled the Meta XR Plugin to ensure no installation errors.Tried different Build Configuration settings, but the issue persists.Has anyone else encountered this issue when using Meta XR Plugin with Unreal Engine 5.5.4? If so, how did you resolve it? Any help or suggestions would be greatly appreciated
I worked with Meta XR simulator 71 on UE 5.4.4 and there was no problem.Then i download UE 5.5.0 Oculus fork and Meta XR simulator 72When i try to activate simulatorI receive errorOk, go to settingsWhat folder i must use get get it work?P.S.I think environments not included in 72 version, as it was in 71, because size of 72v 38Mb, and 71v 184Mb.In 72v missing folders- ses_rooms~- .synth_env_server- .local_sharing_serverand few others.How to start XR Simulator v 72?
Im trying to create a developer account which looks like a process of converting my existing account.ive tried a few times (days apart) but despite validation/authentication via SMS and the account email i still cant create an account.fully blocked from a bunch of dev features.do we need to be avid facebook users to dev for the associated platforms?
Hey there!We're working on an app for the Meta Quest 3.Right now, we're using the MRUtilityKit Unreal sample project and have tailored it to fit our requirements.If we choose to launch the app on the Meta Store, are there any legal concerns we should be aware of?Thanks!
With the new update also came a small "Switch to controllers" window that pops up as soon as the controllers are off.For some reason, this window blocks installation of an APK via both "Quicklaunch" and installation batch file after packaging it.In this picture's left side you can see a red line. The installation/deployment progress to it, then it is stuck (and would eventually time out) until I put the headset on, pick up a controller and press "Continue" or "Cancel" on the "Switch to controllers" window. As soon as I do that, it creates the connection and installs properly.The right side of the picture is the output from the batch file that installs the APK, except I let it time out.This was absolutely no problem in the past, because I could press the quicklaunch in Unreal and only need to pick up the headset once the status banner said "Running on ...." in the bottom right side.
HiI created a blank scene for an AR project for meta quest3following this this instruction I got the app working and was able to retrieve scanned mesh into the app, but the thing is when I accept the permission, it quits, and I have to relaunch the app. Not to mention it happens only once. On the next launches it works as I have already granted the permission. This only happens when I have a fresh install and on the first run.I think it kind of crashes, but I have no idea what causes that.any suggestions will be appreciated
I have tried a few times to get my VR Preview to work when calling the "Start Environment Depth" node in blueprint at the start of my project, however every time I do, the vr preview is just a white screen and freezes my entire project forever and the only way to fix this is my ending the entire unreal task. I was able to at least find through the debug window that when the white screen is showing, its printing "{WARNING} [MRAPI] Long waiting time for depth layer creation." Is there any way of getting this to work as it would be annoying to have to do a build every single time to test small things. For reference, I am currently using Unreal Engine 5.5.4 with Visual Studio Version 17.13.5 Thank you in advance.
Hi! Have you ever messed with World->VR->SetWorldToMeters? In my case I want to switch between 1:1 VR pawn scale and between "GodMode". It means I want to make illusion of world 100x smaller. For that reason I'm scaling SetWorldToMeters * 100. It works fine, BUT I realized, that raytraces from ISDK hands are slightly off. The reason is that pawn suppose to be 100x bigger also. When I set scale of ControllersRoot to 100, Rays are okey. But I also se my giant hands floating in the air. Any idea for the solution how to remain original size and position of hands but fix Ray offset?Of course I've tried to scale down child components Controller + ISDK HandRig + ISDK ControllerRig + PointerStick - relative scale, world scale and possibly any combination, but nothing worked properly.
Hi,I tried to use the plugin Meta XR audio for unreal 5.5.I saw on this pageThe plugin is now built by default for Unreal Engine 5.5It seems the plugin is not built for unreal 5.5 but 5.4Is it possible to update the Audio SDK ? Thanks for helping"FileVersion": 3,"Version": 1,"VersionName": "1.106.0","FriendlyName": "Meta XR Audio","Description": "Meta XR audio spatialization","Category": "Audio","CreatedBy": "Meta","CreatedByURL": "https://www.meta.com/","DocsURL": "https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal/","MarketplaceURL": "","SupportURL": "https://communityforums.atmeta.com/t5/Unreal-VR-Development/bd-p/dev-unreal","EngineVersion": "5.4.0","CanContainContent": true,"Installed": true,
When Application SpaceWarp is not enabled, I get 6 drawcalls, when I enable Application SpaceWarp, I get 12 drawcalls, and the 3 models behind the white wall in front are being rendered
Hi everyone,I'm developing a VR game for Meta Quest 3 using Unreal Engine 5.4.4, Meta XR SDK v68, and Meta XR Audio SDK v68 with Wwise 2023.1.7.8574.3199. I'm encountering some issues with the Meta XR Audio SDK integration and would appreciate any help or insights.I've followed the setup instructions from the Meta documentation (https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-wwise-req-setup?locale=en_GB), but I'm running into the following problems:1. When I copy the MetaXRAudioWwise DLL and XML files to the Wwise app folder as instructed in the documentation, Unreal Editor fails to launch with the following assertion error:LoginId:902113744ce7dcdd8266e487fa1248f0 EpicAccountId:af814a7bf2724617a579492d6f104ad5 Assertion failed: DllHandle [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformProcess.cpp] [Line: 196] UnrealEditor_Core UnrealEditor_MetaXRAudio!FMetaXRAudioLibraryManager::GetPluginContext() [C:\Users\Volrath\Docum
Does anyone know how to make the pawn move? The pawn has been generated, but the pawn cannot move I looked at the MRUK Sample but it didn't work. If anyone knows how to do it, please give me some advice, thank you. This is the output log of one of them.LogPlayLevel: UAT: 03-28 16:59:19.807 27697 27817 D UE : [2025.03.28-08.59.19:807][837]LogCharacterMovement: Monster_C_2147482199 is stuck and failed to move! Velocity: X=600.00 Y=0.00 Z=0.00 Location: X=-58.70 Y=173.03 Z=86.79 Normal: X=-0.09 Y=0.96 Z=-0.28 PenetrationDepth:0.000 Actor:Plane_C_2147482227 Component:Plane BoneName:None (60 other events since notify)
I have uploaded my app to a channel on the MQDH and for some reason when I go to install it on a device, it fails to install. (All meta automated checks pass) However, if I install the raw files directly through adb or the Install.bat there is no issue. Is there anyway to troubleshoot this? If someone has their headset to automatically download the app, it sort of installs but, the app hangs indefinitely. It seems weird that this issue only happens through the MQDH and store.I was able to verify both the .apk and .obb files are present on the channel they were uploaded to and they both look correct. I'm not sure what the hang up is there. Any ideas?
Hello,The link for downloading the meta mixed reality template for unreal from GitHub-Fork points to https://developers.meta.com/horizon/documentation/unreal/unreal-create-and-configure-new-projectIs there a place where I can doanload this o similar template?Thanks a lot.Best regards
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