I am running unreal 5.2, using the OpenXR plugin, and have a VIVE Focus 3. I have been able to run my app through the VIVE Business streaming and VR Preview and everything works there as expected.
Next I have built an apk file for android. When I installed the apk directly to the VIVE 3 it runs in 2d mode instead of as a 3d app.
After lots of googling, I am now more confused then when I started. Hoping someone can at least get me pointed in the right direction for which path I should be pursuing.
Is there some build configuration in Unreal I need to make to get the vive to recognize it as a 3d VR app and not a 2d app?
Or do I need to install and configure vive’s Wave VR plugin and use that instead of OpenXR (if so I also need to downgrage to unreal 5.1). In playing around just briefly with the WaveXR plugin to explore that path, I noted that I can’t use (or at least in my limited testing) the VRPawn that is part of Unreal’s default assets, but will need to build my own new WaveVR pawn.
If anyone has experience with this and can get me pointed in which of these paths (or an alternate completely different path) to get this working, much appreciated.