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New Participant
August 28, 2023

OculusXRPAsstroughLayer

Hi,

 

Is there anybody who succeeded using AR with Unreal Engine 5 ?

 

As far as I see from the Unreal forums as well as from youtube, there is pretty much nothing on it.

 

 

For example, look at this thread on Unreal Forums (from fall 2022):

 

OculusXR Passthrough Layer - Platform & Builds / XR Development - Epic Developer Community Forums (unrealengine.com)

 

 

I followed the META instructions using the OculusPasstroughLayer in Reconstruct and Underlay.

 

I can enable the pastrough but I can not make virtual objects appear inside the real world.

 

As far as I can see all around,, everybody wants to know how to do but nobody sems  interested in sharing. No clear documentation. It sounds as a national security secret.

 

On the other side, there is alot of tutorials for AR using Unity-Oculus.

 

I wonder if there is a particular reason.

 

It souds like a political thing between META and Epic Games. Is that possible that META decided to conclude a pact with Uity to prioritize them ?

 

Any  input would be welcome !

 

    Thanks !

 

I have been for awhile trying to make a simple AR application where I would make an 

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    3 replies

    New Participant
    September 23, 2023

    I am having the same issue, any help would be appreciated.

    Honored Contributor
    September 24, 2023

    using oculus branch github, use the VR template to test it
    1 - put a passthrough layer on the vr pawn
    2 - set it to reconstructed and underlay
    3 - delete the sky environment and the walls, so the scene can have transparency
    4 - enable passthrough on the meta XR plugin on project settings

    package the apk and test it on the meta quest (ensure the developer mode is on, sideload it via sidequest)

    I made it work here, no problems at all

    New Participant
    October 18, 2023

    Hi !

     
    Sorry for the long answer delay.
     
     
    I finally got it to work  a few weeks ago.
     
    I took the MetaXR plugin for 5.2 from the  Meta branch and put it as a plugin inside a 5.2 project using the regular branch from Unreal (The 5.2 MetaXR plugin was not available yet at the time).
     
    What made the difference for me is to fix all errors in the Meta XR Tools menu ->Meta XR Performance window.
     
    I did not retry it for 5.1 but I believe the same error\fixes in 5.1 would work as well.