I am working on a program that requires the ability to switch in and out of VR (Meta Quest 3). We encounter several issues:
- Unable to load into the Meta headset, Either the game thinks it’s loaded showing the spectator view on the PC or we get a critical failure immediately on switching
- Able to load to headset and see reasonbaly stable environment, but upon switching out of VR we get a critical failure every time.
I’ve checked plugins, settings, I even took the quality of the game super low to see if it had to do with the graphics being too GPU intense. Nothing works. When I stripped the game of all VR capabilities it runs really smoothly and we don’t see anything on the PC build causing critical failures.
In addition we have some hud content that displays on the spectator screen that when the game is set to MetaOVR get’s squished and the inputs no longer line up with the mouse button. Without MetaOVR turned on we can’t load the game into the VR headset at all, but for the life of me I can’t understand why the spectator view which is a separate camera would have a narrowed field of view only for the HUD content.
General Info:
- built using the Collaborative viewer template
- not running any server configurations this is a stand alone instance for clients to view their project in 3d
- No multiuser functionality, just 1 person in VR and/or using the desktop.
- when in VR the hud in the spectator view is set up so that someone at the PC can help the person in the VR navigate. Clients are often newbies to VR so handing them handsets is not a great option.
running this on UE 5.6.1
Any help with any portions of this would be great, if Pawn blueprints are needed I can get those, but I feel like this is something to do with Meta headset integration.