Hi,
short version: I can’t get OpenXR passthrough to work, even after follow instruction in Unreal Engine roadmap : here
For a project who need a multi HMD support (HTC, Pico, Meta Quest), i’ve tried to found one solution for all HMDs for displaying passthrough as demand (a simple passthrough, no need extra feature) without need to maintain multiple SDK implementations or need to make a different build of my project for each brand.
I’ve heard on Unreal Engine roadmap an “vendor specific OpenXR” implementation: here
I’ve start from the Unreal Engine 5.7 Virtual Reality Template and follow all the instruction in the roadmap post. (my DefaultEngine.ini file attached)
But i’ve never be able to make Paassthrough work properly in PCVR.
I’ve a Quest 3 and 3S, I’ve a black screen when I start VR Preview.
With Pico 4 Ultra Business, I seen the passthrough in transparancy over all the Unreal Render.
When I try to breakpoint on BP_Passthrough blueprint, I notice the “Is Composition Layer Inverted Alpha Enabled” is always false.
DefaultEngine.ini(20.6 KB)

