Can't get OpenXR passthrough to work on UE5.7+Quest3S
The feature is supposed to be supported, but even when following the official docs as closely as possible, I can't get passthrough working with UE on my Meta Quest 3S.
I enabled developer mode and tried both on UE5.6 and UE5.7:
- Create a project from the VR template
- Add this to DefaultEngine.ini and check in the console at runtime that these have been taken into account
r.Mobile.PropagateAlpha=True r.PostProcess.PropagateAlpha=True xr.OpenXRInvertAlpha=True - Run the VR template map
- Enable the passthrough at runtime on the left hand menu: nothing happens
I also dug into the what this button actually does and it does the following checks:
- Calls
IsCompositionLayerInvertedAlphaEnabled: should be true, returns false SetEnvironmentBlendModetoAlpha Blend: does not throw, but when looking upGetEnvironmentBlendModeit returnsOpaqueinstead ofAlpha BlendGetSupportedEnvironmentBlendModes: should return an array that containsOpaqueandAlpha Blend, only containsOpaque