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Haptics Troubleshooting

Updated: Apr 15, 2026

Getting support

For any issues, bugs, or feature suggestions, contact haptics-feedback@meta.com. When reporting issues, attach relevant screenshots or logs but avoid including personal information. If you are looking for an older version of Meta XR Haptics SDK, see the downloads page for previous releases.

Gathering logs

Gathering logs from the editor

The Haptics SDK for UE logs messages to the Output Log window. Reference these logs to get more information when you experience issues. You can filter the logs on your Output Log window to only see the ones from the Haptics SDK. Go to Filters > Categories > LogHapticsSDK and toggle the ShowAll checkbox to hide all other categories.

Gathering logs from Windows executable

The logs from a packaged executable are stored inside the folder containing the generated .exe. You can find the logs in: <YourProjectName>\Saved\Logs\<YourProjectName>.log.

Gathering logs from the headset

Once your headset is connected to your computer by USB cable, you may be prompted to enable Link or allow file access. If prompted, allow file access on the headset. You may need to put on the headset and accept the Allow access to data prompt. Once accepted, the internal storage of the headset will show up in File Explorer, next to the C: drive.
Note: If you see an Enable Quest Link prompt instead, dismiss it and check for a file access notification. You can also enable file transfer by going to Settings > System > Developer on the headset and enabling USB Connection Dialog.
You can find the logs in: Android/data/com.Your.Project.Name/files/<YourProjectName>/<YourProjectName>/<YourProjectName>/Saved/Logs/<YourProjectName>.log.

MetaXRHaptics plugin not loading

If the MetaXRHaptics plugin fails to load, haptic effects will not function. The Output Log displays errors under the LogHapticsSDK category.
Possible causes:
  • Plugin not enabled: Confirm that the MetaXRHaptics plugin is enabled in your project. Open Edit > Plugins, search for “Meta XR Haptics SDK”, and verify the checkbox is enabled. Alternatively, confirm that your .uproject file includes MetaXRHaptics in its Plugins array with "Enabled": true.
  • Native library not found: The plugin requires haptics_sdk.dll (Windows) or libhaptics_sdk.so (Android) at runtime. If these files are missing from the plugin’s Source/ThirdParty/lib directory, the Output Log displays "Could not find native library" or "Failed to load native library". Verify the library files are present in your plugin installation.
  • Module not available: If the Output Log displays "Haptics SDK module is not available", the plugin module did not initialize. Reinstall the Meta XR Haptics SDK plugin and verify it appears in the Plugins window.

Haptic clips not playing

If a haptic clip does not trigger when expected, check the Output Log for LogHapticsSDK messages.
Possible causes:
  • No clip assigned: If no haptic clip asset is assigned to the player component, the Output Log displays "Empty haptic clip set for player, will not load". Assign a valid .haptic clip asset to the UMetaXRHapticsPlayerComponent in the Details panel.
  • Clip load failure: If the .haptic file is corrupted or invalid, the Output Log displays "Failed to load haptic clip file". Re-export the clip from Haptics Studio and reimport it into your project.

Haptics not being triggered in Quest when playing through PCVR

If your OpenXR runtime is not correctly configured, you may not be able to activate haptics on your Quest device. To resolve this, select an OpenXR runtime to run your built project. If using a Quest device, ensure you are playing through the Meta Horizon Link app and that your OpenXR Runtime provider is set to Meta Horizon Link. Not doing so could lead to unexpected behaviors.
OpenXR runtime configuration dialog for selecting the correct runtime provider.
For non-Quest devices using other runtimes, such as SteamVR, you will need to enable that runtime as your OpenXR runtime.

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