The web browser functionality appears to be broken in 4.25. A project running with a web browser widget in the editor or windows build runs fine. When launching same project on Oculus Quest 2 you get a black screen.
Hi Dr.Smith99. I am having the same problem, did you find any solution for this?
Hi. Still nothing about this problem?
Same problem.
Same in 4.27.0 , ue5
Sorry for dig into old thread, i having same problem in Quest 2 UE4.27.2. I still can get the web title so i’m sure the web browser still working and the problem maybe in rendering settings or material. Anyone has solution for it?
any solution on Android mobile?
Hi, may I kindly ask if anyone has solved this as of yet? I find myself in the same situation and would greatly appreciate a fix ![]()
I just wanted to update this thread and let everyone know that we’ve fixed this on UE5 Main. It’ll be included in our 5.2 release if you don’t want to compile from source.
Is Only UE5.2 fixed this? how can i fixed in ue v4.27.2
Hi Victor,
The issue seems persistent on 5.3 as well. Specifically on android devices.
Heres my take on this having played around with media textures a lot (since it seems the web view is displayed via media textures).
Media players do not work on android either - and this is because the media texture requires the new style and color mode on windows/vulkan… etc, but on android, it still works only with the old style + external.
My assumption is that the media textures for web view use the new style, and hence do not work on android for this very reason. This might just be a very simple C++ switch since non of this is exposed to BP.
Some help would be appreciated.
@Hereafter Are you targeting standalone Quest? Earlier replies mention the UE 5.2 fix, but I noticed you still encountered rendering issues in 5.3.
I developed Meta Quest 3D WebView, a paid plugin that uses a separate Android WebView rendering implementation for interactive browser surfaces inside Quest applications.
If you’re still looking for an alternative, the Fab listing includes a demonstration running on Quest. Please share your headset and current Unreal version so I can help check whether it fits your setup.