Awesome, looking forward to giving it a try when you get it released. Thanks for your efforts on this!
I posted version 71 for UE5.5.1 . I was not able to fix the blank screen in VR preview. I guess we have to wait for Oculus.
i have v71 for 5.5.1 but now i cant open my project now pls help me
LoginId:4d8afd474c5f469943933882975f7bdc
EpicAccountId:e201c1a0b7b34bd18f3fb1c78fa56707
Assertion failed: SBT != nullptr [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h] [Line: 4070]
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Iām not sure how the plugin can affect your project but in any case it does you can disable it by editing your project file in notepad and delete the part for OculusXR like thisā¦
Hello all,
I have installed the plugin. I am really new in Unreal how can I test the scene at the Quest 3? When I press the Meta XR Simulator it comes this message:
Meta XR Simulator is an additional tool that can be downloaded here. You then need to configure its path and config in the MetaXR plugin settings. Please send me a PM if you need more detail.
Thanks for this, do you have any solution for the Platform SDK as well by chance? https://developers.meta.com/horizon/downloads/package/unreal-5-platform-sdk-plugin/
Platform SDK no need to match your MetaXR plugin version, from my own experience I recommend you to use an older version that work for you. I use Platform SDK version 57 and everything work so far without any issue.
thatās interesting. Iām getting the same error for a completely different reason on the meta engine fork. How did you guys solve this? I canāt fetch FRDGBuilder from where I am in PostSceneColorRenderingMobile_RenderThread()
Same error here (āAnother FRDGBuilder already exists on the stack. Only one builder can be created at a timeā), on UE 5.5.3 and 5.5.4. And yet the simulator runs fine with 5.4.4 on the same PC, with identical project settings.
Binaries are ready for Unreal 5.6 for the Epic launcher version. Just unrar in āEngine/Plugins/Marketplaceā
I test it in Developer and Shipping with Oculus Passthrough Sample project and work like a charm.
Here are the binaries MetaXRv77
Let me know of any issue here or post it on Github.
Enjoy.
I also included the new Interaction SDK plugin ,but that one you need to put it in your Project folder.
I packaged the Hand interaction sample project and it work perfect.
Hello ^^ Thanks for your plugin update. I tried to build a package for my Quest 3 on a new project using the VR Template, with just an empty scene and a new pawn with hand tracking.
It almost works except for 2 errors:
UATHelper: Packaging (Android (ASTC)): C:/Program Files/Epic Games/UE_5.6/Engine/Source/Runtime/Renderer/Private/MeshDrawCommands.h(10,10): fatal error: āTranslucentPassResource.hā file not found
UATHelper: Packaging (Android (ASTC)): C:/Projets/Unreal/XXXX/Unreal/Plugins/MetaXR/Source/OculusXRHMD/Private/OpenXR/OculusXRSpaceWarp.cpp(9,10): fatal error: āOpenXRHMD_Swapchain.hā file not found
And I could build a package with the Unreal VR Template in 5.6, so this really happened after I added the MetaXR Plugin. Did I miss something or do you face the same problem?
Oh and I unrared the plugin in my project āPluginsā folder as I always do to share the plugin with the project. Not sure if that could create any problem (as opposed to extracting it in the Engine/Plugins/Marketplace)
Use the Binaries and put the Plugin inside the Engine not the project in Engine/Plugins/Marketplace.
For Hand tracking use the Oculus Interaction SDK. Try the one in Oculus website, if that one give you issues then try the one in my Github.
Nice! It was just a folder problem indeed: with the plugin pasted in my Engine/Plugins/Marketplace folder, it works perfectly now (and the hands tracking already works too).
So I guess Iāll just explain to my small team they should install this plugin in their computers engine files too, until we get the official 5.6 plugin release that I should be able to share directly within the project then.
Thanks anyway, Youāre a lifesaver
Hello @TrueFranco, thanks for the plugin update, we were having issues with 5.5 so itās nice to be able to upgrade without having to wait for Meta.
I have another question for an upgrade however, We are also using Metaās VoiceSDK (GitHub - wit-ai/voicesdk-unreal: The Voice SDK for the Unreal engine.) and that is giving issues with the 5.6 update. Iāve tried looking at the code itself, it seems to be some httpRequest things changed, but I canāt get it to work. Since Youāve got the āmainā plugin to work, I was wondering if you could maybe help us getting the VoiceSDK plugin to work as well?
Already super thanks for geeting the MetaXR plugin to work!
Just wanted to drop it to say thank you so much. I have been getting my visionOS core tech working and needed to test my Meta pawn in 5.6 or bail and go pure OpenXR. Am a month behind getting my custom 5.5 up to 5.6 and couldnāt wait any longer- your plugin saved me so I could get confirmation we are gtg now instead of waiting for the update. Shared it with some devs in need too. Thank you!!!
I was checking the Plugin and the issues is a little more complex . it give link error because in Unreal 5.6 they did a few changes to the Curl implementation of the HTTP request, and now is not possible to access that class from outside directly , even with the hack the VoiceSDK use to access it is not linking anymore.
Good news is I refactored the class FWitHttpRequest to access all HTTP request through the proper interfaces (IHttpRequest) and (IHttpResponse) and is working now.
I tried the Unreal-VoiceSDK-Sample and I can turn the cube red with the MIC but after that doesnt want to get more voice commands.
The hard part is done , I just need a few days to test it a little more since I dont really know how this plugin work.
Well , looks like is working fine so far, you let me know.
Thank you so much, Iām on holidays this week, but Iāll check it next week, would be perfect since our 5.5 bug seems to be resolved in 5.6