Unreal Engine 5: The OpenXR Convergence
summary
Unreal Engine is switching Windows Mixed Reality and HoloLens support to OpenXR now, using the core OpenXR plugin plus platform extension plugins like Microsoft OpenXR plugin and optional hand‑/eye‑tracking plugins; migration is practical: disable the old Windows Mixed Reality plugin, add the OpenXR plugins, rebuild, and fix a handful of blueprint casts and input mappings (about six small errors in one test level). Feature gaps: spatial audio and Azure Spatial Anchors remoting are not yet working; otherwise OpenXR reaches near feature parity and runs.
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chapters (13)
- 0:00Introduction to OpenXR
- 2:37Runtime architecture
- 4:48Managing runtimes
- 6:48API core and extensions
- 9:15Unreal Engine plugins
- 11:13Extension plugin details
- 13:45Platform support
- 15:13Migration to OpenXR
- 16:54Fixing old projects
- 21:59Action-based input
- 25:46Benefits of OpenXR
- 28:10Future Unreal features
- 30:06Q&A and conclusion
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