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Vive OpenXR and Unreal 5


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Is  there a proper tutorial anywhere on  how to set up OpenXR support with UE5 ?

I am able to get it working in 5 and 5.1 with Steam VR plugin and VIVE Business Streaming over wifi and with a USB cable but i cant get it to work with the built in OpenXR plugin or with the one that is available for download from VIVE - UE5_ViveOpenXR_PCVR-1.5.0

I am also not sure if I nead the Steam VR client to be running as well when using OpenXR ? seems like i wouldnt  need it but VIVE business streaming launches it every time...

it would be great if there was clear documentation on how to set this up and get it working... am a develope here and cant  seem to get past basics

also the option in VIVE business streaming to "enable OpenXR" launches a app that then dissapears and does nothing at all.. do i need to turn this on or enable it as well ?

help please

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well no luck so far getting OpenXR apps running on my Vive XR Elite. i am running the new VIVE streaming hub but it has no open xr options in the settings (the standalone business streaming hub used to).

Running the VIVE streaming hub alongside SteamVR works fine and i can use it to play games from the steam store using via my PC as well as to launch apps from unreal 5.0/5.1 using the SteamVR plugin inside unreal (which is depreciated)

but there seems to be no way to launch apps from unreal or get them running directly on the device using OpenXR ? it would help to know if I need to run the SteamVR app as well as VIVE streaming hub to launch OpenXR apps on the headset from inside unreal ? at least will help with debugging things. 

I have tried the UE 5 project and plugin VIVE has hosted at the link below and they dont have any documentation, so its touch and go. The demo project is for UE 5.0 has the VIVE OpenXR plugin bundled inside it but it doesnt recognize the headset. the only way to get it to work is to turn on steam vr plugin...


note that I can quit the SteamVR app on my PC and run the VIVE streaming hub alone, and  I can connect my headset to it from the settings inside the VR headset over USB but then cant launch app son it directly either via Unreal.

headset > connectivity > computer connection > connected via usb

also note that unreal also has a native openxr plugin - is it not supported ? is there any way to find out if i need to use the vive open xr plugin (as it only works with 5.0 not with 5.1) or can i use the unreal one ?

any help would be great, if i can get it working using pure OpenXR then I am  happy to write up instructions for other developers as its a killer piece of hardware !!! 

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  • 3 months later...
  • 1 month later...

I was struggling with a similar problem with Focu3, I was not able to use OpenXR for PC VR Unreal application. 

On my computer I have an Oculus installation as well, so there are two OpenXR providers: Oculus and SteamVR. Altough I set SteamVR as current OpenXR runtime in SteamVR settings (you can check it in registry: HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1), I had to set the following environment variable as well:

XR_RUNTIME_JSON=C:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json

Summary: To use OpenXR in Unreal 5.1 (or 4.27) with Focus3 (I believe it is similar with XR Elite-Vive Streaming Hub )

  • Disable SteamVR plugin in your Unreal project, engine OpenXR plugin is enabled by default.
  • In SteamVR OpenXr settings set SteamVR as current OpenXR runtime. Check HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1 ActiveRuntime registry key.
  • Set environment variable: XR_RUNTIME_JSON=C:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json
  • It is possible to use Unreal's built in OpenXR or ViveOpenXR plugin for Unreal (latest version is 2.0.0.).
  • In VBMS there is a Register to enable OpenXR extensions button. It is only for OpenXR extensions such as facial tracking, it is not needed for basic VR apps.


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