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Passthrough with Unreal Engine 5.1.1. underlay

hugoar
Protege

Hello I try to setup a simple AR project that runs on PC with Oculus Link on a Quest Pro with a passthrough background and 3D objects over it. I have followed the official documentation https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/ and manage to have see a passthrough but it is always on top even if I configure it with "underlay" option.

What I am missing to make it works? What are the important settings to have in mind (for instance I have Enable alpha channel through tonemapper)? Does Forward/defered rendering have an issue on the result? DX11/D12?
Also is it necessary to use the Oculus fork of Unreal or a regular Unreal with MetaXR plugin is ok?

 

27 REPLIES 27

LeeBlue181
Explorer

I fpund put, that next to the rendering settings (allow theough tonemapper) it was actually me being an idiot ... i was connected via usb 2 - so the stream was just not fast enough to render ok quality ... maybe thats your issue also ... check usb connection in the oculus app ... 

Um. I'm experiencing the low camera frame rate when playing in editor(UE5.1) by airlink for the passthrough underlay. Do you also have this problem? In the installing page of meta xr, there was saying this issue, but the latest version of meta xr 54.0 has released, and there is no saying that issue anymore, that means that problem has solved? when i tried with the new plugin, problem still appears.

deimov
Honored Guest

Hello.... does anyone know where can i find a tutorial of how to correctly implement passtrough in Unreal Engine 5.1? but no the oculus documentation.... because i cant not do it :,(

I'm also trying to implement it in ue 5.1
We migrated our project from ue4.27 to ue5.1 and now everything appears black in the place where the passthrough should go

hugoar
Protege

I was using passthrought with XR API Oculus OVRplugin+openxr backend. I was working but now when I want to open the project it crashes. There has been an update somewhere that make it crashes. 
If I setup the MetaXr plugin to Epic Native OpenXr I can launch the project again but no more passthrought. Probably it is not possible to use Oculus Passthrough with native OpenXr. The thing is Epic or Meta has to make a bug fix to make OVRplugin works again.

hugoar
Protege

Does anybody manage to apply passthrough to a specific object with PCVR (like a window passthrough object in the CG world)?

the documentation is simple :
material with transluscent, unlit, opacity 1 and write only alpha true.

this doesnt work for me. any solution? 

amx95
Explorer

Hello everyone! I have a big trouble. I can't enable passthrough in any project except oculus fork passtrhough sample project. It's just don't want to work.
I use meta quest 2

Hello,

 

 

Hello,

I have the same issue with objects not appearing ontop of the Underlay.

 

I enabled Alpha channel but it does not work more.

 

Do we need to do PostprocessVolume and PostprocessMaterials ?

 

I really tried alot of option with little success yet.

 

I was able to run full screen Passthrough in a fork from oculus. And in order for it to work in the mesh, it is necessary to enable Allow CPU ACCESS in the mesh

Babaq3228
Honored Guest

Did you manage to solve the problem? I'm using Quest 2 and UE 5.2 with the MetaXR plugin. I just need to turn on the cameras at the touch of a button. I did everything as described in this article - https://developer.oculus.com/documentation/unreal/unreal-passthrough-tutorial/?locale=en_GB