implementation of OpenXR 1.1 Spatial Anchors - XR_EXT_spatial_anchor

Due to a lack of meta support for the metaXR plugin, I’m exploring switching to openXR.

Unreal 5.7 implements Foveated Rendering and Passthrough, but I need anchor support as well.

What headsets implement XR_EXT_spatial_anchor?

Is there any planned support for this in unreal, or would anyone be interested in writing a plugin to support this?

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I’ve got my hands on an LLM generated galaxy XR / quest openxr plugin. May be able to open source something like this in the future

This is already in the works. I submitted the first experimental version of the Spatial Entities plugin here: https://github.com/EpicGames/UnrealEngine/commit/eade3d123e627b37ab648441491451910a3b274b

Currently Persistent Spatial Anchors works and has been tested on multiple runtimes and devices that support it. I will work on Plane and Marker Tracking next before the plugin goes into Beta. Feedback would be greatly appreciated if you do end up testing it!

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@VictorLerp Any chance we can get this plugin in a format that can be brought into UE 5.7.4?

I’ve been looking for a good cross-HMD spatial anchor setup, but my team tries to say about a version behind in UE to keep things as stable as possible.

EDIT:

I also guess a better question is, does this plugin require anything that’s in UE5.8 or should it be build-able in 5.7.4?