Great performance improvement of dynamic local lights with lightgrid/Forward+ pipeline.
The Oculus Github fork of Unreal Engine has been updated to Unreal Engine 5.5.0
Known Issues
GPUScene is disabled by default because it doesn’t work correctly with VRPreview and Generic Android Vulkan Preview Platform in some cases (PassThrough’s Poke-A-Hole material, some movable objects are two known cases).
PST (Project Setup Tool) reports a wrong warning: “Occlusion culling cannot be used when tonemap subpass enabled” and this warning should be ignored.
Manually setting pixel density with the vr.PixelDensity CVar while mobile dynamic resolution is enabled in “Android Vulkan Mobile” VRPreview mode could cause Play-In-Editor to crash
VRPreview Stereo Layers are not sorting properly. They always appear nearest to the camera.
Link Known Issues
Unplug/replug while in PTSamples Unreal scene causes a skyline to freeze and become unstable
Using adb screen record in PassthroughSamples causes severe screen slicing with half-freeze frame
Passthrough scene is getting stretched out and distorted when trying to recenter using hands only
Putting PC to sleep whilst in USB Link with app running, occasionally wakes PC immediately
With MetaXR plugin, hand gestures do not work in VR preview demo if PC is focused into Editor window and not Play window
Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [/Script/OculusHMD.OculusHMDRuntimeSettings].
Specify your splash screen in Project Settings > Platforms > Android >Launch Images > Launch Landscape.
Migrating from OculusVR to Meta XR
Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [‘/Script/OculusHMD.OculusHMDRuntimeSettings’].
Blueprint only projects are automatically converted to use the equivalent types and functions provided by the Meta XR Plugin when you switch over from the OculusVR plugin.
C++ projects that contain native code can be migrated by manually renaming objects and enumerations.
To migrate a C++ project:
Modify your project's build.cs and replace any Oculus modules with OculusXR versions.
Build your project.
Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.