Passthrough on Meta Quest 3 becomes completely dark

Hello, I’m experiencing issues while developing an application using passthrough on Meta Quest 3. The version of Unreal Engine I’m using is 5.3.
I followed the steps from this video to set up passthrough, starting from the VR template.
Since VR preview doesn’t work when the OpenXR plugin is enabled with MetaXR, I temporarily removed the plugin and confirmed that passthrough works correctly in the VR preview.
Before packaging, I restored the OpenXR plugin.

I checked the option for a shipping build and successfully built it, which resulted in two APK files. However, the AFS-PackageName-Android-Shipping-arm64.apk (the shipping build?) was extremely small in file size, and when installed, it kept showing an infinite loading screen with black “…”. On the other hand, PackageName-Android-Shipping-arm64.apk (the normal shipping file?) can be executed, but the areas that are supposed to be transparent are completely blacked out, and passthrough doesn’t work.

Project Settings:




image

Things I have tried:

Checked “Package game data inside .apk?”
This was checked from the beginning, and I haven’t changed it.

Leaving the application idle for a while after installation
This had no effect.

Changing the passthrough composition order from underlay to overlay
This only resulted in a completely dark world.

Introducing a keystore
I introduced it, but it didn’t change anything.

Antialiasing Method
It’s set to MSAA.

Apparently, the cause was that the .apk was created with OpenXR installed.

The OpenXR plugin is not required for Passthrough.

I just want to note that this issue (OpenXR plugin can’t be enabled when Meta XR plugin is used) was only present in 5.3. If you use any other version of Unreal Engine w. the MetaXR plugin, the OpenXR plugin should be enabled.

I thought that 5.3 might be the cause, so I also tested 5.4, but the exact same problem occurred with 5.4 as well.
I’ve tested this on three PCs, and it’s not a PC-specific problem.
I tried multiple versions of MetaXR, but the only solution was to remove OpenXR. . .

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