OpenXR VR Template | Feedback and Discussion

@VictorLerp there seems to be some discrepancy between how the Oculus 4.27 build handles the OpenXR plugin and how the Epic 4.27 build does.

The default OpenXR VR template has a separate OculusOpenXR beta plugin. When that is used on the Oculus Unreal build it throws an error because on the Oculus branch engine build, the XR settings have been moved under the OculusVR plugin (the OculusOpenXR beta plugin has been removed). I’m under the impression that Oculus is on a more production ready XR version, though not sure who’s actually lagging here.

Is there any feedback / insight that can be given on when these changes to the XR plugins might be expected to be more unified between the two builds?

I’m currently using the Epic build but was thinking of migrating to the Oculus build for final packaging. Though the discrepancies make this a bit more of a complicated process.