In case anyone need it, I made a few little change to the MetaXR v69 plugin so we can use it in Unreal 5.5 release.
Just unrar in your Engine/Plugin/Marketplace folder inside your Unreal 5.5 installation location.
I have tested it and everything work so far and compile without any issue.
hi TrueFranco, I have tried installing it on the 5.4.1 version and it prompts the same errors shown here. Should it work with that version or is it only for the 5.4 preview? Thanks a lot!
Edit: Even though I was able to fix error with your MetaXR version, now apk won’t be built. It complains about AndroidManifest file (can be found in Intermediate/Android). There are duplicate lines related to game’s loading image (called “splash”).
I wasn’t able to fix this error on UE5.4.
I disabled MetaXR plugin and after that it was building apk. @TrueFranco Were you able to build apks?
I suppose will just wait for official MetaXR update. No urgent need in my case.
Edit 2: I think it is relevant to following change in UE5.4 update logs:
Filter out VR manifest changes from AFS project APK (uses __ExcludeFromAFS=“true” attribute tag)
Yes, I put the plugin in the Engine/Plugins/Marketplace.
When trying to fix the error I did what you showed on your second screenshot (Add Splash Image in MetaXR), but didn’t do the untick from the first image. Will try and let you know.
Does anyone else get the following errors when trying to build for android? Using unreal 5.4.1 and un-zipped the plugin to my engine plugins marketplace directory.
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_FORM_FACTOR_UNAVAILABLE]: xrGetSystem(instance, &systemGetInfo, &systemId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2239 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:305)
LogClass: Error: ObjectProperty FPLPaintObject::StaticNesh is not initialized properly even though its struct probably has a custom default constructor. Module:PhysicalLayout File:Public/PhysicalLayoutPreset.h
LogClass: Error: EnumProperty FOculusXRFaceState::DataSource is not initialized properly even though its struct probably has a custom default constructor. Module:OculusXRMovement File:Public/OculusXRMovementTypes.h
LogAutomationTest: Error: LogClass: ObjectProperty FPLPaintObject::StaticNesh is not initialized properly even though its struct probably has a custom default constructor. Module:PhysicalLayout File:Public/PhysicalLayoutPreset.h [log]
LogAutomationTest: Error: LogClass: EnumProperty FOculusXRFaceState::DataSource is not initialized properly even though its struct probably has a custom default constructor. Module:OculusXRMovement File:Public/OculusXRMovementTypes.h [log]
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_FORM_FACTOR_UNAVAILABLE]: xrGetSystem(instance, &systemGetInfo, &systemId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2239 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:305)
LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_FORM_FACTOR_UNAVAILABLE]: xrGetSystem(instance, &systemGetInfo, &systemId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2239 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:305)
PackagingResults: Error: Unknown Error
I am actually using this with UE 5.4.2 in VR preview mode to be able to continue testing of some custom animations of the Unreal VR hands for the Quest 3 controllers. Now anytime when I save the animBP none of the animations are played anymore. There is no error message and I have to restart the editor to make them work again.
Is that something caused by the plugin or is that a bug in 5.4.2 ?
Edit: Apparently, before entering VR preview mode I have to click into the viewport once, after I saved the animBP.