I got it to work finally. Ill sum it up real quick for others cause it was a bigger hustle for me, specially for those who are new. The following describes how i got spatial anchors to run over air link directly in UE5.3.2 editor BUT since we are using directly the metaxr plugin in ue, we can read all points from guardian using this node “get guardian points”. Seems MetaXR plugin is the way to go when its about quest dev <3. sooo much more convenient! Here is how to do it:
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I installed the metaxr plugin from the meta website for ue5.3.2 (can also be done via epic marketplace, search for “metaxr”). Maybe follow short install instructions on meta page: https://developer.oculus.com/downloads/package/unreal-engine-5-integration/60.0
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Setup developer account at meta and bring the quest 3 into developer mode afterwards (like people do when sideloading stuff over adb)
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Log out from oculus software on pc and re-login (needed to do it to make it recognize that iam a dev now)
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Within the occulus software on pc: Switch “OpenXR-Runtime” to use the Oculus runtime
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Also in occulus software: Go to “Preferences” → “Beta” → Switch on “Runtime Features for Devs”. I checked “Passthrough via Oculus Link” and “Pointcloud via occulus link” (dunno how the english terms are. I use german language in app) - options will only appear once the software recognizes that you are dev. This is why i re-logged in.
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In unreal i disabled openxr, restarted and enabled metaxr
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In unreal under “Project settings” under “Plugins” open “Meta XR” i enabled “Anchor Support” and “Anchor Sharing”
After that i just followed the instructions on https://developer.oculus.com/documentation/unreal/unreal-spatial-anchors/
as you mentioned and works like a charm - also when running the VR project in UE Editor with Quest 3 being connected via Air Link … So no need to build APK yay!