I am writing a Quest 3 headset program with passthrough in Unreal Engine 5.3.2. The headset and plugin versions are both V62. However, I’m encountering an issue: if I only use MetaXR, I can only see a black background and rendered content in the left eye, while the right eye has no issues with passthrough. Even if I turn off passthrough, only one eye is rendering. I’ve also tried using the officially downloaded SpatialAnchorsSample, but the problem persists. I can confirm that it’s not a device issue because the same project renders without any problems in the Unity version. 
If you have any insights or solutions, I’d greatly appreciate it! :folded_hands:
But what’s baffling is that the tutorial videos on YouTube seem to easily configure it without any issues. I’ve even tried switching to the V60 version mentioned in the videos, but it didn’t help. It’s really perplexing because even if I directly copy the configuration information, I still can’t build an APK with proper rendering. I’ve also tried on three different computers, but the problem persists. My brain feels like it’s about to catch fire; this issue has been tormenting me for almost half a month.
Did you find a solution for this? As far as I could see, only you and me have this problem, everyone else has black eye or black sky problems, no one has split passthrough and scene objects problem. If you found the solution please notify me, as it is really giving me a lot of trouble.
This issue indeed hasn’t been widely discussed online. After conducting my own research, I’ve discovered that it might be related to the version of your head-mounted display system. Currently, the latest V62 version, when paired with UE5.3.2+v62 plugin, can trigger this error. Fortunately, the solution is relatively straightforward: you’ll need to use the Meta UE branch version instead of the plugin. However, be prepared for a hefty compilation process, which will consume nearly 500GB of space. Despite the inconvenience, this approach ensures seamless compatibility with all the features of your head-mounted display. As of now, this is the sole solution I’ve found.
Thanks a lot for the reply, you saved me, space is something I do not have enough but it will be a small price to pay. Do you have any link or other start points for this, as so far I only tried to compile UE 5.2 from github, it was also time and space consuming, for this issue, where do I start?
UPDATE: I was looking for the same bug in a discord forum, the creator of a tutorial series @GDXR, who has a series on quest 3 passthrough, tested out on his device with the same setup as ours (UE 5.3.2 Meta XR v62., and for him worked fine. Probably we messed up some settings, I will try to find out what and then I will reply again.
You can find the link to the branch version on the page where you download the metaxr plugin; it’s on the same page. I’ve also looked at the GDXR you mentioned; the version in his video is V60, and after cross-referencing a lot of information, it can be said that the fastest way to solve the problem right now is to directly compile the branch version of UE.