How to install the MetaXR plugin to Unreal Engine 5 correctly

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  • เผยแพร่เมื่อ 24 ต.ค. 2024

ความคิดเห็น • 54

  • @GDXR
    @GDXR  ปีที่แล้ว +1

    The hand-flipping bug I mentioned is to do with my own (Bad) code. You shouldn't have this issue.
    If the plugin crashes your project, delete the plugin, and it should help you get back on track.

  • @1337sh337
    @1337sh337 ปีที่แล้ว +7

    If any of you have an issues saying "Plugin 'OculusVR' failed to load because module 'OculusHMD' could not be loaded." Just remove the plugin content added to the Marketplace folder, open up the project and disable Oculus VR plugin, quit the project, add the content back to the Marketplace folder, and reopen it.

  • @1337sh337
    @1337sh337 ปีที่แล้ว +1

    I have been working for two days trying to get this to work. Thanks for posting this tutorial, now I can give it a try.

    • @GDXR
      @GDXR  ปีที่แล้ว +1

      I hope it helps. Drop by the discord if your still having issues.

    • @1337sh337
      @1337sh337 ปีที่แล้ว

      @@GDXR Oh sweet, I didn't realize you had a discord!

    • @flowpoi5864
      @flowpoi5864 ปีที่แล้ว

      @@1337sh337 I myself am also having a difficult time with this. Please let me know if you find a solution, Thanks!

  • @tekilla78
    @tekilla78 ปีที่แล้ว +3

    It would help me a lot if you could take screenshots of your engine->rendering settings - I know you've exported them in a file - but for example, I've got some settings there that are required for my project, and I just want to compare a couple of things... THANKS!

  • @clebo99
    @clebo99 8 หลายเดือนก่อน +1

    So I can't move when I start the game. Not sure what is happening here. Doesn't even start in the Quest 3 either. Do I have to export first vs. trying to run with the "VR Preview" selection?

  • @graemepalmer2306
    @graemepalmer2306 ปีที่แล้ว +1

    Hello, and thanks for the tutorial! - I was wondering if you had any experience with the Github UE5.2 build vs using the standard build with the plugin?
    Do you know what the difference is between these two options in practice?
    My understanding was that the Github Build had additional optimisations etc, but I wonder if realistically those differences matter for the inconvenience of having to compile builds in VS etc.
    I'm looking exclusively to develop to run on Quest 3 hardware.
    Thanks for your time!

  • @josearraiol4879
    @josearraiol4879 ปีที่แล้ว +2

    Followed the instructions perfectly, however, when trying to open after restarted have this issue: The 'OculusXR' plugin was designed for build 5.1.0. Attempt to load it anyway? I'm currently using version 5.0. Is there any way to fix this?

  • @viledeacon9995
    @viledeacon9995 8 วันที่ผ่านมา

    what is the reason for using metaxr plugin vs using open? is it not possible to do hand tracking in open?

  • @3am_vdb
    @3am_vdb 7 หลายเดือนก่อน

    Still not working, v63 of Oculus app and Quest3 not even opening preview window, it's very frustrating.

  • @Th3Shnizz
    @Th3Shnizz ปีที่แล้ว

    Doubt you'll ever see this but I gotta try anyway.
    So I see that you used the Epic Native OpenXR + Oculus Vendor options, but when I select this my motion controllers stop responding in VR. What did you do to get these to behave normally?

  • @FPChris
    @FPChris 10 หลายเดือนก่อน

    After I install the Meta XR plugin and attempt to live code compile I get a build failed "Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in UE5Rules". Any Ideas on how to resolve this?

  • @desarrollou71x72
    @desarrollou71x72 10 หลายเดือนก่อน

    Hi, i have compiled APK for the VR Template... then uploaded apk with developer hub correctly, i then switched to Oculus Q3 and ran the application, but it says: OVRPlugin is not installed and then application exits. have you seen this message before? thanks.

  • @nicksparrow009
    @nicksparrow009 ปีที่แล้ว

    Hey chief. So I did install it this way and preferably I want to use Epic Native XR, but it doesn't recognize hands anymore or any input that way. Any tips?

  • @bolbolegypttuber
    @bolbolegypttuber 10 หลายเดือนก่อน

    Hello
    what's Different between MetaXR and OpenXR for VR inside UE ?
    I can't understand why i need this or that ?

  • @murimilmeta
    @murimilmeta 10 หลายเดือนก่อน

    Were you reading in the documentation that this procedure only works for quast 3? For quast 2 it is another procedure.

    • @GDXR
      @GDXR  10 หลายเดือนก่อน

      Hi, I'm unsure what your referring to. This is the same setup no matter what Quest headset you are using. Q2 l, Qpro or Q3. Same setup and the plugin then works for all of them.

  • @RiverExplorerGames
    @RiverExplorerGames 7 หลายเดือนก่อน

    The reason it failed for me, is it said go to Edit->Plugins->Virtual Reality (WRONG), it is in Edit->Plugins->INSTALLED !

  • @SmitkumarPanchal
    @SmitkumarPanchal 11 หลายเดือนก่อน

    could u make video on adding handtracking in VR project?

  • @maximkrioukov4597
    @maximkrioukov4597 3 หลายเดือนก่อน

    THANK YOU SOOOO MUCH!!! I was just hitting my head on the table for two days!!! My only problem is, that the Meta XR options are not visible. The plug-inn is checked but the options are not there...am working on mac. Have you any suggestions for this issue? Thank you in advance!

    • @GDXR
      @GDXR  2 หลายเดือนก่อน

      Hey, unfortunatly Meta is not supported on a MAC. It requires windows to show up.

  • @SmitkumarPanchal
    @SmitkumarPanchal 11 หลายเดือนก่อน

    while adding oculus hand in scene it crashing with this setting

  • @GameDeveloper7
    @GameDeveloper7 ปีที่แล้ว

    when I am making setting it to epic native , its crashing and I have to delete logs to open it up again.

  • @deimovprojects
    @deimovprojects ปีที่แล้ว

    Hello Thank for the tutorial... can you make other explaining how to implement Passthrough?

  • @berthuntZ
    @berthuntZ ปีที่แล้ว

    I followed the proper instructions and it still didn't work. Complains about having to re build and doesn't do it succesfully

  • @S3RP13NT3
    @S3RP13NT3 10 หลายเดือนก่อน

    I actually did follow the instructions before I came here, and it didn't work. So I come here to do it all over again and I still can't find the Meta Xr in my projects.

  • @adamc3607
    @adamc3607 ปีที่แล้ว

    I'm guessing this plugin has no multiplayer api for matchmaking like the old Oculus plugin?

    • @GDXR
      @GDXR  ปีที่แล้ว +1

      It should do. It's pretty much the same but designed to work with devices like the quest Pro.

  • @outtoplay
    @outtoplay ปีที่แล้ว

    Is MetaXR required with your template if developing for Quest2? Thanks.

    • @GDXR
      @GDXR  ปีที่แล้ว +2

      It is, it's required to build any and all content to the meta platform. My template is built entirely with OpenXR, meaning you only need to install the Meta plugin and then hit build.

  • @rossedwards5724
    @rossedwards5724 ปีที่แล้ว

    Thank you👍

  • @salianopatinama4677
    @salianopatinama4677 ปีที่แล้ว

    hi, thanks for your video, It works when i use your render file.( without doing a Light or reflection build.) But as soon as i do a light build i get weird colors when i start the project on VR.. for sure has to do something with reflection but can't pinpoint what. please help
    When i change the XR API to the other one my UE crashes after restart. i found a work-arround for rotating the hand in the right positioni, by exporting the hands FBX, open in visual studio, Rotate, save, and in UE Re-import the fbx.

    • @GDXR
      @GDXR  ปีที่แล้ว

      My recommendation for reflections probs is to just remove them. Reflections on mobile (meta quest 2) are super expensive. So it's best. Not to use them.

  • @briammora6833
    @briammora6833 ปีที่แล้ว +1

    Thanks for the tutorial!
    When I change the XR API to the Unreal Native my UE crashes after restart. Using UE 5.1.1 and MetaXR 53.0.
    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
    UnrealEditor_OculusXREyeTracker
    Is there a way to fix this?

    • @GDXR
      @GDXR  ปีที่แล้ว +1

      The easy wix if your not using nanite or lumen (shouldn't be if doing mobile VR) is to set the default RHI to directX11

  • @samgebhardt5135
    @samgebhardt5135 ปีที่แล้ว

    Has anyone been able to find docs on setting up passthrough on the quest pro with XR?

    • @GDXR
      @GDXR  ปีที่แล้ว

      There avalobe throught the Meta unreal documentation. They have a section called pass through which walks you through the setup.

  • @KenlieroGames
    @KenlieroGames หลายเดือนก่อน

    Why you do it so difficult. You can just install it directly from marketplace, without any messing around with folders.

    • @GDXR
      @GDXR  หลายเดือนก่อน

      Not sure how this is difficult and id argue it's much more important to know where the source of the plugin is located alongside the documentation to use it correctly is online. This also allows you to update and modify the plugins if you wish.

  • @SophieItey
    @SophieItey ปีที่แล้ว

    It doesn’t work for UE 5.2, can you help me?

    • @GDXR
      @GDXR  ปีที่แล้ว +1

      It hasn't been released for 5.2 yet. It doesn't work with 5.2

    • @SophieItey
      @SophieItey ปีที่แล้ว

      @@GDXR Yes, I put on the 5.1 now. And, it works very well. Thank you for your good tutorials

    • @theycallmemrglass
      @theycallmemrglass ปีที่แล้ว

      Just an update, latest meta plugin works with 5.2...now we have to wait for 5.3 version of the plugin, lol.

    • @tomaswangen7101
      @tomaswangen7101 11 หลายเดือนก่อน

      5.3 just released.

    • @ts13tungsten53
      @ts13tungsten53 11 หลายเดือนก่อน

      @@tomaswangen7101 not working in 5.3

  • @smalllixin
    @smalllixin ปีที่แล้ว

    Is this Plugin works for VR preview ?

    • @GDXR
      @GDXR  ปีที่แล้ว

      it does

  • @leovr8530
    @leovr8530 ปีที่แล้ว

    Sir, can you put a complete tutorial on simple 2 player or multiplayer vr game logic in unreal from scratch please,which can be build and tested in 2 oculus quest 2.

  • @mixedjungle4928
    @mixedjungle4928 ปีที่แล้ว

    For 5.1... should move to OpenXR instead

    • @GDXR
      @GDXR  ปีที่แล้ว +1

      Yes, you should, as OpenXR is now the default/standard runtime. But to build an application (APK) to the Meta Quest line. You also need the MetaXR plugin installed. Otherwise, you won't be able to run your application on the Meta headset.