VR Preview Grayed out in UE5

Hi All,

I had a VR project in UE4, but I haven’t converted or migrated the project to UE5.
What I did was, I created a blank UE5 project, and then migrated the main Map from the UE4 project, to UE5, so everything has been copied, including all dependencies.

I’ve got everything working now (such as models, lighting, etc.) and it looks great.
I now want to work on the Blueprints and getting the VR character to work.
But the “Preview in VR” is grayed out.
I’ve also opened the project with 5.1 preview 2 as well, and still no luck.

I can play my game in VR in UE4.
I can also play the UE5 VR template just fine too.

I’m thinking it doesn’t work on this project because I started with a blank UE5 project and didn’t start with the VR template.

Is there a setting I need to turn on/off somewhere I’m missing?

In case it matters, I’m using both Nanite and Lumen in my project.
I know they don’t yet work in VR, but that’s what I’m testing out, specially because 5.1 seems to handle nanite and lumen in VR.

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Hi Virtual Lens,

I think what you’re seeing is that the Oculus and Steam VR plugins are now disabled by default in UE5.

Depending on which HMD you’re using try enabling one of those in Edit → Plugins.

Let us know how it goes!

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Oh my God! Thank you!

I was loosing my mind over this.

BTW, on a separate note, when I tried to migrate my map into a UE5 project with the VR template, the engine complained (with the red message on the top left of the screen) about too many movable lights touching, and it said “shadow casting disabled”.
So the entire scene looks almost like viewing with “Until” mode.

I deleted all the lights it had listed, but no result. I noticed if I set the skylight to static it fixes the shadow issue, but then everything will look extremely dark.

So my question is, do you know how to enable shadow casting again?
I checked everything in world setting, project setting, all the lights and static meshes in the scene, and cast shadow is on for all of them.

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You know I am dealing with the same issue. I can’t visualize ambient occlusion in VR mode. In the viewport all sees fine until I put my headset on

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You’re welcome!

The issue about ‘shadow casting disabled’ seems like it could be its own post. (Maybe instead of deleting the movable lights, change them to Static? + build lighting)

Visualizing ambient occlusion seems like it also could be its own post. (At first I thought you were asking about AO Visualization mode, but I think you’re talking about AO in the context of a ‘complete render’ try to include pics!)

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all i did was enable the openXR plugin in the 5.2.1 blank project and restart the editor.
probably its also a good idea to make steamvr use vive_openXR somewhere in the steam or steamvr settings. as i had already done this before i cannot be sure that this is also required but it makes since that it should be required on the steamvr side.

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I had to install the OpenXR driver to my Windows machine (Windows MXR OpenXR driver) and then set my Quest 2 as the Active OpenXR Runtime in the Oculus app settings. Everything on my end was already enabled but I didn’t have the drivers installed to the machine I am using.

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