Testing XR Creative Framework

Hi. In the XR Creative Framework talk, it was mentioned as a possibilty that the ‘XR Creative Framework’ plugin might be usable a few weeks after the talk, even before 5.4 ships. That talk’s video was posted Dec 7th. It’s been over a month. So I followed the suggestion and built ue5-main from commit 7b00eca (the commit is from about 4 days ago).

Everything built and ran on Windows (both the editor and application after building a test project), but testing Editor VR Mode is impossible because the OpenXR driver framework was changed in a way that’s not backwards-compatible. So basically all 5.3 plugins for VR hardware are broken on ue5-main. Without VR support, XR Creative Framework is lacking in usefulness.

I know it was presented only as a possibility, and the XR Creative Framework team is completely separate from the OpenXR team. Still it would be nice not to wait around several months for both 5.4 to formally ship and then for the VR headset manufacturers to release updated plugins.

Is there some way I can test a working implementation of XR Creative Framework with a VR hardware plugin compatible with 5.3? A special fork maybe? Can I get access to it?

Unless Epic has gotten beta drivers from the VR vendors. Can’t really share those externally.

I asked Meta if they have a beta plugin for 5.4 but I doubt they would provide to me even if they had one. It probably requires a matching beta version of the headset firmware.

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