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Haptics Troubleshooting

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 instructions on getting it from Meta’s NPM registry.

Gathering logs

How to get 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, the headset will ask to Allow connected device to access files. After allowing this, the internal storage of the headset will show up in File Explorer, next to the C: drive.
You can find the logs in: Android/data/com.Your.Project.Name/files/<YourProjectName>/<YourProjectName>/<YourProjectName>/Saved/Logs and open <YourProjectName>.log.

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. 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
For non-Quest devices using other runtimes, such as SteamVR, you will need to enable that runtime as your OpenXR runtime.

Migrating from v60 to v63

In v63, the plugin and its classes were renamed from “OculusXRHaptics” to “MetaXRHaptics”. If you are updating the Haptics SDK in an existing project, you need to follow the steps below to adapt to the renaming: 1 In Unreal, go to Edit > Plugins and disable the old version of the Meta XR Haptics SDK plugin.  2 Then enable the new version. You can look at the version number to see which is which. 3 Your Blueprints will be converted automatically, as the Haptics SDK includes Core Redirects for the renaming.  4 Right click your content folder and select Resave All for the changes to take effect. 5 If you used the Haptics SDK in your C++ code, you need to follow these steps: 1 In your project’s build.cs file, replace OculusXRHaptics with MetaXRHaptics. 2 In your project’s C++ files, replace all occurrences of OculusXRHaptics* with MetaXRHaptics*. 3 Rebuild your project.
After the Blueprints are converted, you need to use "Resave All" for the changes to take effect.
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