We are using Passthrough in our Unreal Engine project with the Meta Quest 3. Since updating both the headset and Quest Link to the latest version, the camera passthrough image always appears in the foreground, covering all other scene content.
This issue does not occur when using a headset with firmware version v74 — in that case, the Passthrough Layer component works correctly and is rendered as an underlay as intended.
Current Project and Passthrough Settings:
Project Settings > Rendering
Enable alpha channel support in post processing: “Allow through tonemapper”
Are you calling the MetaXR APIs – especially the initialization of the Persistent Passthrough – via Blueprint or via C++?
The C++ API for (???, v81, v83) is currently completely broken (if you trace through it) as it completely ignores the “Shape” and Overlay/Underlay settings passed in.
I’ve had to patch the C++ code myself, and it appears Meta has not noticed nor fixed it themselves. And with Meta now abandoning VR, I’m not confident the UE port team is still going to be around.
Meanwhile, the Blueprint path works well as demonstrated by their “Unreal-PassthroughSample”.
If anybody is interested, I can post my patch for their broken C++ code.
Hi NuShrike, I’m running into the exact same issue described here — “Unable to retrieve OculusXRHMD, cannot add event polling delegate” — using UE5.7.4 with the latest Meta XR Plugin (v201.0). Confirmed the same failure even in Meta’s official Unreal-PassthroughSample. Would really appreciate it if you could share your patch for the broken C++ passthrough code. Thank you!