Hello! I’m working in ue5.1.1 with the goal of creating an EXE with an interactive mixed reality experience. I installed the meta-xr plugin and set up my project per Meta’s instructions. I’ve made sure to carefully enable each of meta’s required settings for passthrough. When I activate my Quest 2 using Quest link, I’m unable to make passthrough work in the editor no matter what I change about the settings.
However, when I restart both my computer and headset, the first time I play it in editor passthrough will work with full input and controller fidelity, just from dragging the OculusXRPassthroughLayer component onto my VR pawn. Once I play in editor a second time, passthrough stops working completely until the next restart.
I tried building and ended up with no passthrough at all. Then I restarted both my HMD and PC and built for windows immediately after opening the project. Now I have an EXE that will launch passthrough every single time! Controllers are still functional and there is no lag. All I need to be able to do now is toggle the visibility of the overlay during runtime. However, activating and deactivating the component does nothing. Same with outright deleting the component during runtime. Using “printstring” I confirmed that these inputs were firing, and that the state of the component actually did change from “active” to “inactive.”
How do I start figuring this out? Is there a way I can learn what’s causing passthrough to stop working after the first launch? Its clear some are able to change the opacity of the passthrough during runtime, how is this done?
Below is an image the toggle inputs, and an image of the component settings for the OculusXRPassthroughLayer