Support for Apple Vision Pro in Unreal ??

Spot on, a bit disheartening especially given what the guys at ILM Immersive were able to achieve with Marvel’s “What If…?" experience. Makes you wonder if there was communication between ILM and Epic to pull off the hand-tracking, pass-through and so many other features missing even from the manual build process that used to work before Vision OS 2.0.

Then again, there’s no way to know what kind of uphill battle the devs at Epic are probably going through given all the drama between them and the Fruit Company.

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Dreams’ Vision Pro approval! Developing for Vision OS was rewarding, with familiar iOS elements and enhanced performance. Challenges included design limitations, eye/hand tracking UI adjustments, and virtual screen reliance. Reality Composer Pro’s lighting limitations also posed difficulties. Excited to hear other developers’ insights on Vision Pro developmers

Regarding your question about Unreal Engine, there hasn’t been official confirmation of support yet, but it’s a key interest for many developers. Unity’s early integration is promising, and we hope Unreal follows suit. For developers eager to start, exploring Vision OS documentation and joining developer forums can be helpful. The Vision Pro’s release in 2024 should provide ample time to experiment and prepare.

I assume the second paragraph of @Wilson Larry’s comment was accidentally retained from something very old (since it talks about no official confirmation, and seems to refer to 2024 as being a fairly distant future)?

Curious as to the latest updates on Vision Pro development. Is anyone using a stable workflow that doesn’t require fiddling with source, or, is that still the only option at this point? It appears there will be a “What’s new in 5.5” at Unreal Fest the first week of October. I also notice just a single Cross-Industry talk by Josh Adams called “Apple Platform Workflows with Unreal Engine” that mentions Vision Pro, yet no actual hands-on workshops, which honestly, could be a full day course for those interested. Guess we’ll have to wait until October to learn the latest? Or, is there a 5.5 build in Source that has any new Vision Pro stuff? Agenda - Unreal Fest Seattle 2024

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It’s look like that UE5-main branch
on GitHub is compatible with VisionOS 2.0 Beta and Xcode 16 Beta.

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Hello, yes as of the following ue5/main cl one can build and run for VisionOS 2.0 beta:
https://github.com/EpicGames/UnrealEngine/commit/b33360deda4559b3c5202d6698219d702d8d4b6a

-VisionOS 1.x vs 2.x defines set so we can compile for both.
-MetalRHI refactor updates.
-Compositor pause state implemented (meaning you can take the device off your head and put it back and your app will continue running).
-Improved shutdown behavior (still crashes, but later).
-cp_layer_ functions protected by mutex locks.
-Tested with visionOS 2.0 beta 7 + Xcode 16 beta 6 and with visionOS 1.1 + Xcode 15.3.

The “quick start guide” remains valid.
I did find that at least one of the earlier visionOS 2.0 betas crashed on startup, with beta 6 I did not see the crash.

There is a transparency bug with unreal in visionOS 2.0, so the entire scene will appear to be partially transparent. This is a consequence of unreal’s alpha channel being inverted. Essentially the alpha values are all 0 and should be all 1 in fully immersive. I’m not sure what the minimal workaround for that is, maybe enabling some alpha/transparency support + a post process volume with a material that inverts alpha? Something like that. I’ll be fixing it later.

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Thanks a lot for theses informations.

Anything about the sound bug and then the crash after closing the SwiftUI Window ?

I tried to package from UE5-main, unfortunately, the package never ending. Even after Sucess in log. Nothing happen after it and never finish.
Maybe that come from my setting.

Thanks a lot for all your hard works. Very exciting to starting to release some game on VP !!! I’m waiting for this moment since a very very long time :slight_smile:

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I will try closing the swift window, I usually keep it up (its actually helpful for me to have it up as a comparison to the UE rendering).
I have heard of the packaging problem, but never seen it myself (quite possibly I last synced before the problem was introduced). I think packaging from the command line may work?

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Thanks :pray:
I will try. I’ll let you know.

I have this working with a great stability and performance over the AVP. Now is time to collaborate with the team, but sent the custom build is heavy in size.

Anyone modify successfully the “InstalledEngineBuild.xml” to create a distributable engine package including VisionOS as a target platform? I am not familiar with this and this XML is not up to date for visionOS as target platform.

Thank you!

Someone give a tips for the packaging bug.
We just need to close the terminal Window when the packaging is stuck to success. And it’s finish.

I got the VR template working with the current source from the main branch. Now I don’t know how to get hand tracking working. Could anyone point me to what needs to be done? Should it work out of the box or do I need to create new events in the vrpawn? (It’s the first time that I need to develop for VR.)

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Try to watch some VR tutorial. It’s the same thing. You need to add a Motion Controller Component to your pawn BP. And configure it to hand.

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Any news about VisionPro on 5.6 Main Branch ?

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I am currently having issues running it on 5.5 (GitHub), latest visionOS 2.0 and Xcode 16.0:
VRTemplate app deploys from Xcode, I see the SwiftUI window with pulsating sphere for a few seconds but then crash with EXC_BAD_ACCESS (FMessageEndpointBuilder(), GetCurrentThreadIfKnown()).

My setup:

  • Macbook Air M3 (14.6.1), Xcode 16.0 (16A242d), visionOS 2.0 (22N320)
  • Can deploy and run RealityKit apps (immersive space: mixed) without issue to Vision Pro
  • GitHub Unreal Engine code: 5.5 branch (commit 263b3d7, Sep 18 2024), Editor compiles and runs
  • Project: Virtual Reality Template, only with modifications from quick start guide
  1. Is there a recommended 5.5 branch commit which should be used? Is 5.5 the recommended branch to use now?
  2. Is running in the simulator supported? I got a linker error when I tried.
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I have the same issue… Help. :joy:

Hi,
I have the same errors. Do you have solved?
Thank You!!!

Hi @JeffreyFisher ,

Not sure if you are the developer only for Vision Pro or VR in general, but please, could you send this to who corresponds?:

It’s a pity that Windows Mixed Reality (HP Reverb) headsets are unusable now, since ue5.2 or 5.3. It has a huge lag that makes it feel totally sick. This wasn’t happening in 5.1 and before.

Thank you very much

Hey, you are most likely dealing with the same issue we were discussing with Victor Lerp here:

TLDR: The issue is most likely with WMR implementation of OpenXR and since it’s discontinued it is unlikely Microsoft will update it. At the same time it doesn’t make sense for Unreal to do runtime specific fixes.

We have moved on to Quest 3 since then for similar quality project’s, but G2 did work quite well when used with the new SteamVR. Not optimal I know, but it is what it is.

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Any Unreal Engine (windows) version support? I understand this is all done using Mac