# \#OpenXR

**URL:** https://forums.unrealengine.com/tag/openxr/11313.md

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## [Accessing the RGB camera feed from Unreal on Android XR wired glasses (XREAL Aura)](https://forums.unrealengine.com/t/accessing-the-rgb-camera-feed-from-unreal-on-android-xr-wired-glasses-xreal-aura/2849586)

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**Author:** [@Teriander](https://forums.unrealengine.com/u/Teriander)\
**Replies:** 0\
**Last updated:** [November 3, 2026, 7:36pm UTC](https://forums.unrealengine.com/t/accessing-the-rgb-camera-feed-from-unreal-on-android-xr-wired-glasses-xreal-aura/2849586 "2026-11-03T19:36:06Z")

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Hi everyone, I’m evaluating XREAL Aura for Unreal Engine development and need live frames from its world-facing RGB camera inside an Unreal app. I don’t have the device yet, so I’m trying to confirm what’s possible befo…

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## [\[UE 5.7.3\] MRUK Error 3: Anchor Discovery Failed with Epic Native OpenXR and DX12](https://forums.unrealengine.com/t/ue-5-7-3-mruk-error-3-anchor-discovery-failed-with-epic-native-openxr-and-dx12/2704508)

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**Author:** [@Kye1002](https://forums.unrealengine.com/u/Kye1002)\
**Replies:** 4\
**Last updated:** [October 29, 2026, 6:31pm UTC](https://forums.unrealengine.com/t/ue-5-7-3-mruk-error-3-anchor-discovery-failed-with-epic-native-openxr-and-dx12/2704508 "2026-10-29T18:31:27Z")

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Hello everyone, I’m currently developing a Mixed Reality project in Unreal Engine 5.7.3 targeting Meta Quest 3 via Link. I am facing a critical incompatibility between the MetaXR/MRUK plugin and the DirectX 12 rendering…

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## [OpenXR HMD Plugin, Timing of xrWaitFrame Call ](https://forums.unrealengine.com/t/openxr-hmd-plugin-timing-of-xrwaitframe-call/2833144)

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**Author:** [@StBlURI](https://forums.unrealengine.com/u/StBlURI)\
**Replies:** 1\
**Last updated:** [October 13, 2026, 5:43pm UTC](https://forums.unrealengine.com/t/openxr-hmd-plugin-timing-of-xrwaitframe-call/2833144 "2026-10-13T17:43:20Z")

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I am using the OpenXR HDM Plugin with the Meta Horizon App OpenXR Runtime and Meta Quest Pro. I am trying to understand the placement of the xrWaitFrame() call, and why it is currently located in the OnStartGameFrame() …

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## [Instanced Stereo + TSR below 100% screen percentage draws a second, shrunken copy of the view into each VR eye ](https://forums.unrealengine.com/t/instanced-stereo-tsr-below-100-screen-percentage-draws-a-second-shrunken-copy-of-the-view-into-each-vr-eye/2838321)

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**Author:** [@georgep-rumata](https://forums.unrealengine.com/u/georgep-rumata)\
**Replies:** 0\
**Last updated:** [October 7, 2026, 4:51pm UTC](https://forums.unrealengine.com/t/instanced-stereo-tsr-below-100-screen-percentage-draws-a-second-shrunken-copy-of-the-view-into-each-vr-eye/2838321 "2026-10-07T16:51:04Z")

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Summary With Instanced Stereo enabled and TSR as the primary upscaler, any r.ScreenPercentage below 100 makes each eye’s final image contain a second, smaller copy of the scene. The copy is opaque and hard-edged, and it …

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## [implementation of OpenXR 1.1 Spatial Anchors - XR\_EXT\_spatial\_anchor](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359)

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**Author:** [@Paul\_Eckhardt](https://forums.unrealengine.com/u/Paul_Eckhardt)\
**Replies:** 3\
**Last updated:** [October 7, 2026, 11:32am UTC](https://forums.unrealengine.com/t/implementation-of-openxr-1-1-spatial-anchors-xr-ext-spatial-anchor/2668359 "2026-10-07T11:32:51Z")

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Due to a lack of meta support for the metaXR plugin, I’m exploring switching to openXR. Unreal 5.7 implements Foveated Rendering and Passthrough, but I need anchor support as well. What headsets implement XR\_EXT\_spatia…

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## [Building a Digital Twin XR Campus: Best practices for multiplayer lectures & database-linked attendance? ](https://forums.unrealengine.com/t/building-a-digital-twin-xr-campus-best-practices-for-multiplayer-lectures-database-linked-attendance/2730292)

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**Author:** [@SMAAZ51214](https://forums.unrealengine.com/u/SMAAZ51214)\
**Replies:** 1\
**Last updated:** [September 12, 2026, 10:10am UTC](https://forums.unrealengine.com/t/building-a-digital-twin-xr-campus-best-practices-for-multiplayer-lectures-database-linked-attendance/2730292 "2026-09-12T10:10:07Z")

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Hi everyone, I am planning an ambitious XR project to build a full-scale digital twin of our university department. The core loop of the application is to create a persistent virtual campus where students can put on an …

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## [UE 5.8.0 - blank + openXR plugin + instanced stereo = instant crash in VR](https://forums.unrealengine.com/t/ue-5-8-0-blank-openxr-plugin-instanced-stereo-instant-crash-in-vr/2735638)

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**Author:** [@maxbrown](https://forums.unrealengine.com/u/maxbrown)\
**Replies:** 7\
**Last updated:** [August 9, 2026, 3:25pm UTC](https://forums.unrealengine.com/t/ue-5-8-0-blank-openxr-plugin-instanced-stereo-instant-crash-in-vr/2735638 "2026-08-09T15:25:44Z")

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Summary instant crash when running instanced stereo + on blank (lumen) project What Type of Bug are you experiencing? Platform Other Steps to Reproduce create blank project enable openXR add some content + vrPawn play…

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## [Adapt MetaXR and MetaXRInteraction to UE5.7.3](https://forums.unrealengine.com/t/adapt-metaxr-and-metaxrinteraction-to-ue5-7-3/2701598)

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**Author:** [@nino666filiu](https://forums.unrealengine.com/u/nino666filiu)\
**Replies:** 6\
**Last updated:** [August 4, 2026, 3:38pm UTC](https://forums.unrealengine.com/t/adapt-metaxr-and-metaxrinteraction-to-ue5-7-3/2701598 "2026-08-04T15:38:53Z")

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I’m making a game using UE v5.7.3, MetaXR v1.117.0, and MetaXRInteraction v1.85.0. These plugins officially support UE v5.6.0 but with a few minor tweaks I made them to run on UE v5.7.3: Adapting MetaXR In Plugins\\MetaX…

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## [Instanced Stereo + deferred rendering broken in 5.8](https://forums.unrealengine.com/t/instanced-stereo-deferred-rendering-broken-in-5-8/2736359)

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**Author:** [@ftrx](https://forums.unrealengine.com/u/ftrx)\
**Replies:** 3\
**Last updated:** [July 20, 2026, 2:18pm UTC](https://forums.unrealengine.com/t/instanced-stereo-deferred-rendering-broken-in-5-8/2736359 "2026-07-20T14:18:14Z")

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Instanced stereo and deferred rendering are broken (again) in 5.8: Editor/build crashes when Instanced Stereo is enabled together with deferred rendering: New VR Template Project Disable forward rendering play …

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## [Live Link Tracking Data from VR Devices](https://forums.unrealengine.com/t/live-link-tracking-data-from-vr-devices/2022759)

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**Author:** [@Rich\_Graham](https://forums.unrealengine.com/u/Rich_Graham)\
**Replies:** 11\
**Last updated:** [May 22, 2026, 2:55pm UTC](https://forums.unrealengine.com/t/live-link-tracking-data-from-vr-devices/2022759 "2026-05-22T14:55:21Z")

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In Unreal 5.2 we changed the way the LiveLinkXR plugin receives its tracking data from VR hardware by switching to OpenXR as the VR runtime provider. This course was taken as part of a wider effort to narrow the codebase…

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## [Project Launcher build to Android: AutomationTool exiting with ExitCode=1 (Error\_Unknown)](https://forums.unrealengine.com/t/project-launcher-build-to-android-automationtool-exiting-with-exitcode-1-error-unknown/2721799)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 0\
**Last updated:** [May 13, 2026, 9:25am UTC](https://forums.unrealengine.com/t/project-launcher-build-to-android-automationtool-exiting-with-exitcode-1-error-unknown/2721799 "2026-05-13T09:25:10Z")

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▶ TL;DR Hello! I am trying to make a build to a PICO headset using the Project Launcher tool. However, I keep running into the following error: AutomationTool exiting with ExitCode=1 (Error\_Unknown) BUILD FAILED My…

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## [Video Player for Android, Windows, iOS, and Mac](https://forums.unrealengine.com/t/video-player-for-android-windows-ios-and-mac/2704147)

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**Author:** [@HISPlayerUnreal](https://forums.unrealengine.com/u/HISPlayerUnreal)\
**Replies:** 4\
**Last updated:** [April 20, 2026, 2:59pm UTC](https://forums.unrealengine.com/t/video-player-for-android-windows-ios-and-mac/2704147 "2026-04-20T14:59:47Z")

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Unreal Media Player Plugin for advanced video playback inside Unreal projects. Links: Website | Documentation | Support | Forum :rocket: FREE UNREAL ENGINE VIDEO PLAYER This Unreal Video Player can play only HLS & D…

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## [UE5.4 + Vive OpenXR Sample — “Unknown Motion Source \*Interaction” warnings + Massive lags after first VR Preview run ](https://forums.unrealengine.com/t/ue5-4-vive-openxr-sample-unknown-motion-source-interaction-warnings-massive-lags-after-first-vr-preview-run/2698106)

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**Author:** [@OgBaker](https://forums.unrealengine.com/u/OgBaker)\
**Replies:** 5\
**Last updated:** [February 25, 2026, 1:22am UTC](https://forums.unrealengine.com/t/ue5-4-vive-openxr-sample-unknown-motion-source-interaction-warnings-massive-lags-after-first-vr-preview-run/2698106 "2026-02-25T01:22:21Z")

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Hi everyone, I’m running into a persistent issue with the official Vive OpenXR sample project in Unreal Engine 5.4 and I haven’t been able to resolve it after extensive debugging. Setup UE 5.4 Vive OpenXR Sample …

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## [Steam VR not recognising UE 5.4 VR Preview](https://forums.unrealengine.com/t/steam-vr-not-recognising-ue-5-4-vr-preview/2656049)

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**Author:** [@RankRebellion](https://forums.unrealengine.com/u/RankRebellion)\
**Replies:** 3\
**Last updated:** [November 22, 2025, 5:34am UTC](https://forums.unrealengine.com/t/steam-vr-not-recognising-ue-5-4-vr-preview/2656049 "2025-11-22T05:34:35Z")

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I recently upgraded from a Quest 2 to a PSVR2 for my PC and have switched my OpenXR runtime to Steam VR. While in the editor when I launch a project in VR Preview it doesn’t get recognised by Steam VR. I have tried this …

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## [Access to files on PICO 4 ](https://forums.unrealengine.com/t/access-to-files-on-pico-4/2673253)

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**Author:** [@Rheaness](https://forums.unrealengine.com/u/Rheaness)\
**Replies:** 0\
**Last updated:** [November 9, 2025, 3:33pm UTC](https://forums.unrealengine.com/t/access-to-files-on-pico-4/2673253 "2025-11-09T15:33:50Z")

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Hello, I’m creating Unreal project for PICO 4 headset, and I want to access .pcd files that the user imports to a folder on PICO 4 separately from the .apk file. Is there specific folder that I should be using for the .p…

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## [\[PAID / CONTRACT\] AR/VR Developer (Unreal Engine)](https://forums.unrealengine.com/t/paid-contract-ar-vr-developer-unreal-engine/2668737)

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**Author:** [@NeoxEntertainment](https://forums.unrealengine.com/u/NeoxEntertainment)\
**Replies:** 0\
**Last updated:** [October 26, 2025, 9:25am UTC](https://forums.unrealengine.com/t/paid-contract-ar-vr-developer-unreal-engine/2668737 "2025-10-26T09:25:09Z")

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Hey, I’m Fabian – CEO of NeoxEntertainment. We’re a Germany-based studio specialized in building immersive 3D experiences using Unreal Engine. We work on games, digital twins, and VR/AR training tools for clients across…

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## [Focus 3 and Pico 4 not working with standard VR Template in 5.6+](https://forums.unrealengine.com/t/focus-3-and-pico-4-not-working-with-standard-vr-template-in-5-6/2668586)

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**Author:** [@PuReInSaNe](https://forums.unrealengine.com/u/PuReInSaNe)\
**Replies:** 0\
**Last updated:** [October 25, 2025, 4:52pm UTC](https://forums.unrealengine.com/t/focus-3-and-pico-4-not-working-with-standard-vr-template-in-5-6/2668586 "2025-10-25T16:52:54Z")

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Hey, Currently we are stuck on 5.3 due to the Focus 3 Plugin not supporting more newer versions. But as it is Openxr, it should work regardless with never engine versions. It does work with latest Godot and Unity versi…

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## [UE5 VR Freezes in standalone](https://forums.unrealengine.com/t/ue5-vr-freezes-in-standalone/795640)

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**Author:** [@YB\_Wertolet](https://forums.unrealengine.com/u/YB_Wertolet)\
**Replies:** 4\
**Last updated:** [October 24, 2025, 10:25pm UTC](https://forums.unrealengine.com/t/ue5-vr-freezes-in-standalone/795640 "2025-10-24T22:25:58Z")

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Hi! I am having a problem with VR in UE5.1.1 When I am starting VR (Enable HMD) in standalone - game freezes and stop responding. My environment: HMD: Vive Focus 3 Software used: Vive Business Streaming 1.10.7a (…

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## [OpenXR API Layers cause gamethread lag / high CPU frametime and lag spikes](https://forums.unrealengine.com/t/openxr-api-layers-cause-gamethread-lag-high-cpu-frametime-and-lag-spikes/2651484)

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**Author:** [@9Atte9](https://forums.unrealengine.com/u/9Atte9)\
**Replies:** 2\
**Last updated:** [October 7, 2025, 9:10pm UTC](https://forums.unrealengine.com/t/openxr-api-layers-cause-gamethread-lag-high-cpu-frametime-and-lag-spikes/2651484 "2025-10-07T21:10:01Z")

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I don’t use or need these layers but enabling any one of these causes massive amount of lag. It makes the CPU frametime go from normal 3ms to consistant 10-15ms and there are spikes every 30-60 seconds where it jumps to …

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## [VR in 5.6 has a smearing no matter what settings I use](https://forums.unrealengine.com/t/vr-in-5-6-has-a-smearing-no-matter-what-settings-i-use/2551877)

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**Author:** [@fafmagic](https://forums.unrealengine.com/u/fafmagic)\
**Replies:** 26\
**Last updated:** [October 7, 2025, 3:21pm UTC](https://forums.unrealengine.com/t/vr-in-5-6-has-a-smearing-no-matter-what-settings-i-use/2551877 "2025-10-07T15:21:06Z")

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Hello. I have a VR project which I converted from 5.5 to 5.6. The performance increase was noticeable so I stuck with it for a bit but once I replaced proxy geometry with proper meshes I started noticing a “smearing” ef…

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## [WebRTC Magic Leap functionality in Unreal ](https://forums.unrealengine.com/t/webrtc-magic-leap-functionality-in-unreal/2657654)

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**Author:** [@CoopIzCool](https://forums.unrealengine.com/u/CoopIzCool)\
**Replies:** 0\
**Last updated:** [September 17, 2025, 6:57pm UTC](https://forums.unrealengine.com/t/webrtc-magic-leap-functionality-in-unreal/2657654 "2025-09-17T18:57:58Z")

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I was curious if there was a way to use WebRTC to stream the footage from my Magic Leap 2 headset, I’m using the Pixel Sensor plugin for Magic Leap, to a hosting website. So far through my research there doesn’t seem to …

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## [5.6 OpenXR Passthrough feedback](https://forums.unrealengine.com/t/5-6-openxr-passthrough-feedback/2605145)

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**Author:** [@Rectus\_SA](https://forums.unrealengine.com/u/Rectus_SA)\
**Replies:** 10\
**Last updated:** [August 19, 2025, 9:55pm UTC](https://forums.unrealengine.com/t/5-6-openxr-passthrough-feedback/2605145 "2025-08-19T21:55:53Z")

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I tried out the 5.6 improvements to OpenXR passthrough using my SteamVR API layer, and (almost) everything seems to work correctly. I implemented XR\_EXT\_composition\_layer\_inverted\_alpha into the layer, and Unreal enables…

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## [\[Help\] UE5 gives "The OpenXR runtime requires switching to a different GPU adapter" error with Oculus Rift S on a laptop.](https://forums.unrealengine.com/t/help-ue5-gives-the-openxr-runtime-requires-switching-to-a-different-gpu-adapter-error-with-oculus-rift-s-on-a-laptop/2574257)

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**Author:** [@R-a\_zy](https://forums.unrealengine.com/u/R-a_zy)\
**Replies:** 4\
**Last updated:** [August 16, 2025, 12:33am UTC](https://forums.unrealengine.com/t/help-ue5-gives-the-openxr-runtime-requires-switching-to-a-different-gpu-adapter-error-with-oculus-rift-s-on-a-laptop/2574257 "2025-08-16T00:33:23Z")

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Hi, I’m using a laptop with an AMD integrated GPU and an NVIDIA RTX 3050 Ti discrete GPU. I run Oculus Rift S through a USB-C to DisplayPort adapter, but the DisplayPort only works when the AMD iGPU is enabled. If I dis…

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## [UE5 Oculus Quest 2 launching app in shipping build loads forever](https://forums.unrealengine.com/t/ue5-oculus-quest-2-launching-app-in-shipping-build-loads-forever/1198833)

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**Author:** [@lyaflora](https://forums.unrealengine.com/u/lyaflora)\
**Replies:** 9\
**Last updated:** [July 18, 2025, 4:42pm UTC](https://forums.unrealengine.com/t/ue5-oculus-quest-2-launching-app-in-shipping-build-loads-forever/1198833 "2025-07-18T16:42:40Z")

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Hi guys, I have a problem with running apps for Oculus Quest 2 in UE 5.1+ (have not tested in 5.0). Everything works fine in 4.27. In UE 5.1 and 5.2, launching any app in shipping build causes the app to be stuck at the…

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## [VR game development with Vive Motion tracker not Virtual Production](https://forums.unrealengine.com/t/vr-game-development-with-vive-motion-tracker-not-virtual-production/2586776)

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**Author:** [@Sreejith\_SHR](https://forums.unrealengine.com/u/Sreejith_SHR)\
**Replies:** 1\
**Last updated:** [July 10, 2025, 7:40am UTC](https://forums.unrealengine.com/t/vr-game-development-with-vive-motion-tracker-not-virtual-production/2586776 "2025-07-10T07:40:50Z")

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Hey I’m trying to connect and Vive Motion tracker to an external flame sword like project in unreal engine with openXr Vive but my Vive trackers doesn’t update the position when it is connected to a mesh and scouring thr…

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## [CustomDepth Pass in Standalone VR ](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694)

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**Author:** [@WillPinnacle](https://forums.unrealengine.com/u/WillPinnacle)\
**Replies:** 4\
**Last updated:** [June 3, 2025, 9:08pm UTC](https://forums.unrealengine.com/t/customdepth-pass-in-standalone-vr/2539694 "2025-06-03T21:08:12Z")

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Hello, I have a VR app that I am successfully able to package and run on a VIVE Focus Vision as a standalone android app. The only issue I am running into is that my post processing, mainly CustomDepth Pass and Stencil V…

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## [UE5.3 Meta Quest - Passthrough with OpenXR](https://forums.unrealengine.com/t/ue5-3-meta-quest-passthrough-with-openxr/1608878)

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**Author:** [@fprodigy981](https://forums.unrealengine.com/u/fprodigy981)\
**Replies:** 6\
**Last updated:** [April 22, 2025, 2:11pm UTC](https://forums.unrealengine.com/t/ue5-3-meta-quest-passthrough-with-openxr/1608878 "2025-04-22T14:11:44Z")

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I’m developing an app in Unreal Engine for the Meta Quest headsets. Everything works fine on the headset when I configure my development environment following the proper instructions (this is a good starting point, for t…

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## [Unable to use Instanced Stereo Rendering](https://forums.unrealengine.com/t/unable-to-use-instanced-stereo-rendering/1207705)

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**Author:** [@Leaderide](https://forums.unrealengine.com/u/Leaderide)\
**Replies:** 1\
**Last updated:** [April 18, 2025, 10:53am UTC](https://forums.unrealengine.com/t/unable-to-use-instanced-stereo-rendering/1207705 "2025-04-18T10:53:51Z")

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Hello everyone, One of my community is experiencing an issue while trying to start the game. They receive an error message saying, ‘Unable to use Instanced Stereo Rendering: Cannot render an instanced Stereo-enabled pro…

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## [AI Move To in Quest 3 Mixed Reality (is stuck and failed to move) ](https://forums.unrealengine.com/t/ai-move-to-in-quest-3-mixed-reality-is-stuck-and-failed-to-move/2424248)

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**Author:** [@FT07gamer](https://forums.unrealengine.com/u/FT07gamer)\
**Replies:** 0\
**Last updated:** [March 28, 2025, 1:05pm UTC](https://forums.unrealengine.com/t/ai-move-to-in-quest-3-mixed-reality-is-stuck-and-failed-to-move/2424248 "2025-03-28T13:05:33Z")

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Does anyone know how to make the pawn move? The pawn has been generated, but the pawn cannot move I looked at the MRUK Sample but it didn’t work. If anyone knows how to do it, please give me some advice, thank you. This…

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## [No Controller Input on HTC VIVE Pro Controllers ](https://forums.unrealengine.com/t/no-controller-input-on-htc-vive-pro-controllers/2396572)

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**Author:** [@infinitesky541](https://forums.unrealengine.com/u/infinitesky541)\
**Replies:** 1\
**Last updated:** [March 21, 2025, 11:30am UTC](https://forums.unrealengine.com/t/no-controller-input-on-htc-vive-pro-controllers/2396572 "2025-03-21T11:30:35Z")

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Hi there! I’m currently figuring out how to control a camera with HTC VIVE Pro controllers. I’m using Unreal Engine 5.4 with the OpenXR plugin and cannot get my project to recognize my VIVE inputs. I’ve added them into …

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