Installing Meta XR For Unreal Engine 5.3+
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- Опубликовано: 23 ноя 2023
- Updated Discord invitation: / discord #UnrealEngine #VR #Metaxr
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► Description: How to install the MetaXR plugin for Unreal Engine 5.3
Meta Developer account: developer.oculus.com/
Meta XR Download: developer.oculus.com/download...
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► Patreon: / gamedevxr
► Twitter: / gamedevxr
► Instagram: / gamedevxr
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If you're new to VR and want to get started with Oculus Quest development, I recommend watching these videos first.
1. Installing UE4 from Source code (contains more up to date Quest features)
• Installing UE4 4.25 fr...
2. Installing Android Studio (Required to create Oculus Quest projects in UE4.25+)
• Installing Android Stu...
3. My Oculus Quest 1 Settings (These are different to the Quest 2)
• My Oculus Quest 4.25 B...
4. My Oculus Quest 2 Settings
• Quest 2 Settings You S...
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PC SPECS:
► RTX 2070 Super
► I9-9900K
► 32GB Ram
► 2TB SSD
Equipment
► Keyboard: HyperX Alloy Origins
► Mouse: Anker® Ergonomic Optical USB Wired Vertical Mouse
► Mic: Trust GXT 232
► WebCam: Jelly Comb
► Screen: AOC I2367fh 23-inch LED x 2
► Headset 1: Oculus Quest 128GB
► Headset 2: Oculus Rift + Motion Controllers
► Headset 2: Oculus Quest 2
► Graphics Tablet: Wacom Cintiq 13hd Игры
if the open xr plugin is still applied, the editor will not successfully go into VR preview
Thanks for this, it was the only tutorial I found for MR on Unreal Engine
Thanks man!
dynamic resolution it is not working! why?
Thanks so much for that video. :-) I went through all your videos of the last year and was looking for a helpful tutorial how to set the light right and how to put in foliage that it's still possible to package it as an apk for the Quest 3. I understand that the Quest 3 as a mobile device has it's limits and now i try to stay in that limits. Is there a trick how to fill a level with a lot of static mesh objects without getting in trouble with the size of the apk? Do you know a helpful video for the light settings when we prepare to create a game for the Quest 3? Best regards from Germany :-)
Hey thanks for this! I got the tracking and the meshes orientated correctly (based on your passthrough video) however the laser for widget interaction is now at a weird angle. I have to twist my wrist upward for the 'mouse' pointer to engage with a widget. Any thoughts or suggestions?
Do a video for setup the SDK,NDK ,JDK for unreal engine 5.3
maybe do you know how we can abble post process for standalone ???
Hi, thanks for sharing, but now I have a question, that is, I followed your tutorial exactly to configure the packaging environment, but after I packaged it successfully and deployed it on top of oculus, running the project will flashback, what's the matter with this?
6:46. Connect your headset up, is this just turn it on and then turn on VR mode with unreal engine 5? Do I need to download anything on my Quest 3 that syncs or connects to the unreal engine 5 environment?
@ThevonMusic , yes got it work. I had to also install the Oculus App on my PC. Once installed, go to "Settings" then "General" tick the first option "Unknown Sources" and click on the button "Set Oculus as active" this will set Oculus as the active OpenXR runtime... Then run unreal 5.3.2 and click on VR preview then put on your meta quest 3 and it should work.
This make it work!!!!!!
Did he explain why he launched 5.0.3 before launching 5.3.2? Do I have to install another version of UE5?
Hi Jonathan, nice tutorial but some problems when install the plugin meta XR directly to Oculus download. The VR preview doesn´t working. To resolve this, i need to uninstall the plugin (Oculus page)and install the plugin Meta XR for Unreal Marketplace store and working very well. When i change OVRPlugin for Epic Native openXR at MetaXR the headset working too
Thank you very much for this. Finally I mage to activate the grey Vr preview option in unreal engine. but when I play the level it doesn't react to my Quest 3. I followed everything as you mentioned. Please kindly help me. Thank you
I am not spawing into the level with VR preview? I only hear the sound from the template. What is happening? Worked before I enabled the Meta XR plugin in UE5.3.2
Disable OpenXR = Fix
thnx
I think you need the Meta Developer account setup even if you dont want to use the additional features? Reason I say this is I followed your instructions and when I click on VR Preview, nothing shows up in my headset.
Were you able to solve this issue? I even have correctly setup the developer account and still nothing shows up in my headset when trying to use 'VR preview' in Unreal Engine.
@ThevonMusic , yes got it work. I had to also install the Oculus App on my PC. Once installed, go to "Settings" then "General" tick the first option "Unknown Sources" and click on the button "Set Oculus as active" this will set Oculus as the active OpenXR runtime... Then run unreal 5.3.2 and click on VR preview then put on your meta quest 3 and it should work.
Thanks! @@UrbanActive3D
@@UrbanActive3D what android studio/sdk ndk are you using?
@@indiramontoya8630 I didnt need any sdl / ndk to make it work.
That doesn't work at all for me. I can't connect my Quest 2 to Unreal. It seems to be something related to not running the right OpenXR runtime. It was working on 5.2 only with the deprecated SteamVR plugin. Now in 5.3 in VR preview I should see "OpenXR Oculus" at the top of the window. But what I see is "OculusXRMD OVRPlugin". And Unreal simply doesn't recognize the headset.
i have got something similar, when i run my apk on my device, i got the message "OVRPlugin could not found" or something like that... did you managed to solve it?
Same for me here... I have no idea how to fix this
set XR API to epic native openXR with oculus vendor extensions
MetaXR or OpenXR? When a project is developed in MetaXR by Unereal Engine 5, the apk will be totally OK for other headsets?
not normally the case, you would need to disable the Meta Xr plugin to publish your apk to platforms like vive or pico and use OpenXR with there own inhouse plugins.
For MAC users. Meta XR is not working with UE5.4. Use the integrated add-on. When activating Meta XR the application will crash instantly after start on oculus quest.
Hey, unfortunatly Meta is not supported on a MAC. It requires windows to show up.
I went trough your gide, but when I lanch (VR preview), there is no reaction.
have you used airlink to connect the headset to your PC?
@@GDXR ah yes, now I see😕
Hi. After watching several (zillions) tutorials + official docu + discord channels here and there I found out this seems to be te most accurate place to try to make things work. However, following step by step no matter I use UR 5.2 o 5.3, oculus 2 or 3 on 3 different computers, compiling will always fail in last code line in output log. Or a .bat file will not parse some XML. ..I'm in my dealine also at the end of my rope. Would you consider a remote conection (paid) in my laptop to check what is going on? Thanks...my jump from VIVE to oculus is a nightmare
Hey, really sorry I've only just seen this. I've been rather unwell. I do offer private tuition through Patreon if required where i can look into these things for you. Just for future refrence.
mobile HDR is having issue with one eye render after building an apk. i need to enable bloom in vr standalone.
also need mobile HDR . Is there any possible way to do this?
no, Meta Quest devices dont support mobile HDR which is why it breaks.
do I need 5.3+ to develop for meta headsets now?
no, you can use old versions of UE if youd like, You just neeed to make sure you have the correct versions of Android Studio installed.
Preview crashes my unreal any tips?
Hi there! Does anyone know where to find sdks required for the app export? Some required SDKs and JDKs are no longer available so wondering if how youva managed to go around this? Especially NDK API level android 29
Hey, I highly recommend you check out this page. it should have everything you need to get sorted. dev.epicgames.com/documentation/en-us/unreal-engine/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment?application_version=5.3
@@GDXR beautiful, thank you!
@@GDXR hi John thanks for the link, very useful, I have managed to set it up. I've noticed that native epic OVR works fine but the Oculus OVR doesn't work if the openVR plugins are enabled, after it switching off Oculus works perfectly, with haptics etc. Thanks again.
Bro !!
it's show me this messages :
The following modules are missing or built with a different engine version:
OculusXRHMD
OculusXRInput
OculusXRMR
OculusXROpenXRHMD
OculusXRAnchors
OculusXRScene
OculusXRMovement
OculusXREyeTracker
OculusXREditor
OculusXRPassthrough
Engine modules cannot be compiled at runtime. Please build through your IDE.
I do all steps 100% but not work
maybe the different is I install unreal engine 5 with offline not online ?? is that why not work with me
my guess is your installing a MetaXR Plugin for the wrong unreal engine version.
i have created a game and the textures and colors are different on the editor and the packaged project. How i can fix it? How i can see in the editor how the materials and lights will be shown in the final packaged project?
the headset uses vulcan rendering so there will be a slight diffrence but you can enable vulcan preview in the editor to get an idea of how it will look in the headset.
@@GDXR thank you ♥️
I purchased the template, installed metaxr just like this tutorial and disable open XR and when I press VR preview, all I get is a black screen. I’m on 5.3.2
If you drop by the discord, we can try and do some debugging.
@@GDXR I had to enable my developer options in oculus windows app to fix this issue
Is this title meant to say 5.3? instead of 3.5?
It is, thank you. I'll fix the thumbnail later on.
Please, we need hand tracking widget intgeraction with quest
It's the same setup. Add a widget interaction to you hand and create and input action for activating the click.
@@GDXR i see. I’m doing it but which input i use to direct touch the widget? I’m trying index pinch from oculus hand but didnt work.
hi, it is required to install and setup android too?
Yes, without android studio it will not build an APK to use on your headset as standalone.
@@GDXR thank you!..
so.. Meta Quest is just nothing else than an advanced Android device isn't ?.. so i need to take care performance too..
There is no Meta XR in 5.4.2?
There is as of yesterday. You just need to check the documentation.
@@GDXR so follow those guides instead?
There exactly the same setup.
most useless tuts ever seen
I cant compile project on Ouest 3 :((((( I dont know why
BUILD FAILED in 17s
LogPlayLevel: UAT: cmd.exe failed with args /c "M:\UNREAL\VR_5_3\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug
LogPlayLevel: UAT: (see C:\Users\OEM\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+Program+Files+UE_5.3\Log.txt for full exception trace)
LogPlayLevel: UAT: AutomationTool executed for 0h 2m 26s
LogPlayLevel: UAT: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 27.046663
LogPlayLevel: UAT: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
Can you drop by the discord so you can post more of the log because this doesnt tell us anything.