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UE5.3 3D VR Template game uploads to XR Elite as 2D game and won't run


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While working with VIVE_chengnay, it has been determined that the reason why my 3D applications are deploying as 2D applications and not running on my HTC Vive XR Elite headset is that OpenXR isn’t getting packaged/included in the application. I have the plugin enabled and if I disable it, UE barks at me. I have disabled/enabled it multiple times. Also, the kind folks at HTC pointed me to the AndroidManifest.xml file and we were able to verify that OpenXR was not being included. What a “valid” xml file contains:

  <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
    <category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
    <category android:name="com.oculus.intent.category.VR" />         -- this was a UE plugin that was disabled in this project
  </intent-filter>


What my xml file contains:

  <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
  </intent-filter>
Anyone have an idea what might be preventing OpenXR from getting put in my game? Maybe another software package that I have installed that could be blocking it, maybe? Thanks

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After a ton of effort and investigation, I have solved this.

In UE5.3.2, I needed to add an empty C++ class to turn the project into a C++ project. Once I did this, OpenXR gets included in the APK and I can launch in the Headset.

This wasn't the case for UE5.1.1. 

I hope this helps.

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