Hi Cdaked, Firstly, thank you for purchasing the GDXR VR Template. Im sorry to hear your having issues with it and im still happy to try and help, as I have been doing over on the GDXR Discord server.
Regarding the GDXR VR Template, It currently has 40+ sales at the time of writing this reply and unfortunatly, you are the only indivudual to have reported these issues to me regarding it.
As you mentioned though, this is due to the MetaXR Plugin on your end and not the template it self.
The GDXR VR Template has used the Enhanced input system from day one as it’s used to allow the controller re mappings for all 6 included movement methods.
As we discussed in the Discord previously, I can build an exe and and android apk with the same project setup, no project settings need changing.
I also recorded this video at the time, showing me create a successfull build of the project for Desktop VR. And successfully launching it on my Windows machine.
In short, it sounds like the issues are specific to your build of the engine as im unable to reproduce the issue with my verison of Unreal engine ( Im using 5.1.1 from the Epic launcher).
Here are a few things to try.
- Make sure your using Unreal engine 5.1.1 - This is the first version of unreal engine supporting the enhanced input system for OpenXR. It should be set up by default but you can check inside the project settings, OpenXR Input and that it is currently using the "
PMI_VRTemplate" Mappable input Config.
- In project settings, that you have Start in VR is enabled
- if your using the Default template, you must add the function included with Unreal called “Enable HMD” and make sure it’s set to true. This can be added to the Player Character/Pawn but MUST happen on begin play.
- Make sure the MetaXR PLugin is installed correctly. NOT in the projects files but the Engine files in the marketplace folder.
MAKE SURE THE OLD OCULUS(DEPRECATED) AND STEAMVR(DEPRECATED) PLUGINS ARE DISABLED FIRST. OPEN XR SHOULD BE THE ONLY ENABLED PLUGIN.
Download Link here:
https://developer.oculus.com/downloads/package/unreal-engine-5-integration/
Here is a tutorial is created showing how to install the plugin correctly for 5.1
5.You must have either oculus desktop or installed or SteamVR installed and open with your headset connected before launching the exe build. If not the EXE wont detect your headset.
Because your using the Oculus Quest 2, you will need the oculus desktop app installed first to play vr exe’s using the MetaXR Plugin.
For those reading this not using a Meta Device, i’ll include Oculus and SteamVR.
Which ever platform your using eaither Steam VR or Oculus Desktop, you need to make sure it is setup to use that platforms OPENXR Runtime.
(YOU CAN ONLY HAVE ONE SELECTED AT A TIME !!)
For Oculus Desktop this can be found in the General Tab of the application and you want to set Oculus as Active.
For any other devices, HTC, Pico, HP Reverb ect. You will want to make sure steamVR is set as your OpenXR Runtime. This can be done in the Steam VR Settings. (You will need the headset connected to the pc before you can see these settings.
You should now be able to launch any application using the Enhanced Input System and Open XR on your PC/windows build.
Just to point out, Oculus isnt supported on IOS so it wont work on an apple platform.
Lets keep going and i’ll cover as much as i can think off.
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Once you have set the desired platform to Open XR you will need to restart your unreal project if you left it open while doing the above steps.
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When using the MetaXR Plugin you can also try using these settings when building the application.
Also when using the MetaXR plugin, you do not need to add any extra code, the plugin just needs to exist in your project before building.
I think the included infomation should be enough to get you up and running. If not let me know how you get on and i’ll see what else I can think off.
Hope this helps.