Starting on v62, spatial anchors break (snap to HMD location) after sleep/wake
Hi, we started seeing this once our Quest 2's/3's updated to v62.
We're using Unreal 5.2.1 (precompiled binaries from Epic), MetaXR plugin 57.0 (latest version supporting UE5.2).
Spatial anchors (the Unreal actor) start returning a nonsense position - snapped to the player's head - after a headset sleep/wake cycle (e.g., click the power button on your Quest 2 while wearing it, wait 5 seconds, and click it again to wake from sleep.)
What's problematic is, UOculusXRAnchorBPFunctionLibrary::GetAnchorTransformByHandle is reporting success even though the returned position is nonsense.
Currently our hacky workaround is to check for anchors very near the HMD, and if so, re-query them with FOculusXRAnchors::QueryAnchorsAdvanced and re-spawn them with UOculusXRAnchorBPFunctionLibrary::SpawnActorWithAnchorHandle after which we get the expected position data.
