Skip to main content
Participant
March 4, 2024

Meta XR Platform

Hey Everyone,

Looking for some help in using the Meta XR Platform Plugin for Epic installer 5.3.2.
I went through the installation process several times at this point, and enabling and calling functions from the Meta XR Platform plugin, causes errors.  While the app packages and launches without issues, none of the nodes from the plugin work.
I'd like to be able to get username and to set Display Frame Frequency.

Does everyone have experience installing and using this plugin?
Here is the link:
https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/

I appreciate any help or advice.

    This topic has been closed for replies.

    15 replies

    New Participant
    March 4, 2024

    I've had the same problems with the source build of UE 5.3.2. It seems to be conflicting with files that are in the engine layer in:

    UnrealEngine\Engine\Source\ThirdParty\Oculus\LibOVRPlatform

    Unfortunately I don't have a solution currently. And I don't think you'll have access to these files in the binary/Epic Installer version of 5.3.2 anyway. But I hope someone else can help here! 

     

    Honored Contributor
    March 5, 2024

    Do you need to use this SDK?
    If you want to use the MetaXR plugin, try this link
    https://developer.oculus.com/downloads/package/unreal-engine-5-integration

    I really dont know the difference but this one I use and works flawlessly

    New Participant
    March 5, 2024

    The Oculus Source Build of Unreal Engine is a custom version of the engine that Oculus has made to enable certain features and enhance performance. I would only recommend it if you have a good grasp of the engine as it is quite hard to setup - https://developer.oculus.com/documentation/unreal/unreal-building-ue4-from-source/ 

    It provides more features than the MetaXR plugin.

    Sirdavis3Author
    Participant
    March 6, 2024

    Hi TetraStudios,
    It is good advice and I did consider that option, however for the purposes of my app the advanced features it allows would be neat, but not essential. 
    I am also not fully confident in setting it up as I did attempt previously. I could probably do it but i believe it would take a lot of time.
    The point of frustration is that I am very close to submitting, just need to set up Entitlement with the new Meta XR Platform plugin (which I cannot seem to do) and use a few other nodes it gives.
    In 5.1 I was using the oculus subsystem plugin but that one is getting depreciated and Meta XR Platform is supposed to be taking it's place. Most of the guides on the Quest developer page already recommend a set up based on this, which is why it's a mistery why I'm failing to set it up after weeks of trying.
    There are a number of posts out there on forums about it, but no cause or solution so far.

    Honored Contributor
    March 8, 2024

    Can you be more specific abouth the errors you are getting?

    Is your app on AppLab (best in ALPHA release channel) and are you doing the entitlement check? After that, are you starting the message pump subsystem (i don't recall the exact name)

    Sirdavis3Author
    Participant
    March 8, 2024

    Hi Helder_Vinicius, 

    Yes the app is in the Alpha release channel.  In 5.1.1 I was using the Oculus Subsystem Plugin to verify entitlement and to access username. I set up the entitlement check and message pump system for 5.3.2 following the guide, but it has issues.

    There are errors when launching the engine and errors during build.
    Some errors on startup:

    LogOculusXRAnchors: Warning: Unable to retrieve OculusXRHMD
    LogHMD: Failed loading OVRPlugin 1.94.0


    Errors when using nodes from the XR Platform plugin:
    Get Display Frequency will produce this:

    Warning: Attempted to access index 2 from array CallFunc_GetAvailableDisplayFrequencies_ReturnValue of length 0!

    If I try changing Display Frequency without get, I get this error message:
    LogOvrPlatform: Warning: Unhandled request id: 4 type: #00436f345d

    The app launches and has no issues other than worse performance in 5.3.2 than with 5.1.1, but no Platform plugin related node works. I've been trying to find a solution for weeks now and other than this my app is ready for submission. I might try to revert back to using the depreciated Oculus subsystem Plugin to get entitlement verification.

    Honored Contributor
    March 8, 2024

    That's weird, i would ask what is your platform version to check against mine, which is also 1.94

     

    Maybe it's the source engine issue TetraStudios mentioned, I have a custom engine and i have both Meta XR and Meta XR Plaform Plugins built for a custom 5.3.2. If you want i can try to upload them so you can test. Let me know

    New Participant
    March 8, 2024

    Helder_Vinicius What did you do to get that plugin working? It kept giving me linker issues when I built to headset.

    Honored Contributor
    March 8, 2024

    TetraStudios Not sure, I'm using a source engine build. Not really sure if the MetaXR Plugin is under Plugins/Marketplace or Plugins/Runtime folder, but i've packaged for Quest, Windows,  and a windows dedicated server without issues so far.  My MetaXRPlatform Plugin is under Project/Plugins for sure tho.

    How are you building your apk?

    Sirdavis3Author
    Participant
    March 9, 2024

    I'm using Epic installation of 5.3.2, not source. My Platform XR Plugin is in the Engine marketplace folder, I could try to move it. 
    I also susbect that something in the Engine/source/thirdparty/oculus folder might not be right. Maybe if someone could share that folder that might help. None of the functions from Meta XR Platform work (except maybe verification). App would be ready to be submitted, but I need to get username.

    JPMcWhiskers
    Inspiring
    June 11, 2024

    I feel your pain, guys.  Is the problem here that no one at Meta has built and deployed an Unreal Engine 5 project before?  I feel like we're being left out here in the cold.  C'mon Meta, can you guys comment on this stuff?

    Everyone in here, myself included, are wondering what the deal is with the MetaXRPlatform plugin. 

    My big question is, if you download and compile the github fork of Unreal Engine, why is the MetaXRPlatform plugin not built in and not functional in that build (But the MetaXR plugin is)  What is the correct way to do an entitlement check on the current version of the Unreal Engine github fork?  (UnrealEngine-oculus-5.3.2-release-1.97.0-v65.0)????

    JPMcWhiskers
    Inspiring
    June 12, 2024

    Alright well, that's about 72 hours of building, retrying things, and pulling my hair out.  Here's what I've managed to sort out;

    Using the Unreal Engine 5.3.2 from the Epic Games launcher:

    Download the MetaXR plugin from here:  https://developer.oculus.com/downloads/package/unreal-engine-5-integration/
    Download the MetaXRPlatform plugin from here:  https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin
    Both of these should sit in your Unreal Plugins folder under a folder called "Marketplace".  These should work with the latest version of Unreal, but you don't get all of the sweet bells and whistles from the Unreal Meta Fork

    I haven't tested the Entitlement check on the MetaXRPlugin so I can't speak to that.

    Using the Unreal Engine 5.3.2 Meta Fork:

    Downloaded from here https://github.com/Oculus-VR/UnrealEngine

    and installed and compiled painstakingly over (for my computer) 4-6 hours. 

    Once I compiled the version I got from the link above, it was missing the MetaXRPlatform.  I tried to install the MetaXRPlatform plugin like I did by putting it in the plugins/Marketplace folder but that didn't work for me.  

    What did work for me was getting the MetaXRPlatform version from here:  https://github.com/oculus-samples/Unreal-SharedSpaces
    After trying to put that version in the marketplace folder it also didn't work.  So I left the files in the marketplace folder, and then opened visual studio.  I added the Folder structure via "add filters" in the context menu and dragged the files from the folder into the right places.  Then I built the solution again.  Thankfully, VS is smart enough to only try to build things that need to be built. 

    I tried this same process with MetaXRPlatform version 65.0, 64.0, 63.0, and 62.0 to no avail.  It was only the one that I downloaded from the link to 'shared-spaces' that worked for me.  It built successfully and when I started up my Unreal, the MetaXRPlatform was finally functioning in the version of Unreal that Meta modified and that I had to build on my machine.  I'm currently testing the Entitlement check.  I'm not 100% sure I have it working, but it looks like it's doing a check.