Accessing the RGB camera feed from Unreal on Android XR wired glasses (XREAL Aura)

Hi everyone,

I’m evaluating XREAL Aura for Unreal Engine development and need live frames from its world-facing RGB camera inside an Unreal app. I don’t have the device yet, so I’m trying to confirm what’s possible before I start.

I’ve read that Android XR apps can request the world-facing camera through Camera2 or CameraX with user permission, but those statements were about headsets. I also don’t see a camera-frame feature in the Android XR Extensions for Unreal list, only Passthrough Camera State.

My questions:

  1. Can a third-party app read live frames from Aura’s RGB camera through Camera2 or CameraX? Which camera ID does it use, and what resolution and frame rate are available?
  2. What’s the recommended way to get those frames into Unreal? Is there an official path or sample, or is a custom JNI plugin the expected approach?
  3. Has anyone adapted a Camera2 plugin built for Quest, such as UnrealAndroidCamera2Plugin, to Android XR? If so, what needed to change?
  4. Can an app get the camera intrinsics and the camera’s pose relative to the glasses, and how reliable are those values?

If you’ve tried this on Aura or another Android XR device, I’d appreciate hearing which engine and plugin versions you used and any limits you ran into.

Thanks!