# implementation of OpenXR 1.1 Spatial Anchors - XR\_EXT\_spatial\_anchor

**URL:** <https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359>\
**Category:** XR Development\
**Tags:** oculus-quest, unreal-engine, OpenXR\
**Created:** [October 24, 2025, 5:07pm UTC](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359 "2025-10-24T17:07:11Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Paul\_Eckhardt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Paul\_Eckhardt](https://forums.unrealengine.com/u/Paul_Eckhardt)\
**Post date:** [October 24, 2025, 5:07pm UTC](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359/1 "2025-10-24T17:07:11Z")

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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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**Author:** ![Paul\_Eckhardt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Paul\_Eckhardt](https://forums.unrealengine.com/u/Paul_Eckhardt)\
**Post date:** [June 26, 2026, 5:15pm UTC](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359/2 "2026-06-26T17:15:01Z")

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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

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [July 13, 2026, 5:56pm UTC](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359/3 "2026-07-13T17:56:15Z")

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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](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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**Author:** ![subzero882](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@subzero882](https://forums.unrealengine.com/u/subzero882)\
**Post date:** [October 7, 2026, 11:32am UTC](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359/4 "2026-10-07T11:32:51Z")

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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?
