~/talk

Unreal Engine 5: The OpenXR Convergence

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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.

AI-written summary · about

  1. 0:00Introduction to OpenXR
  2. 2:37Runtime architecture
  3. 4:48Managing runtimes
  4. 6:48API core and extensions
  5. 9:15Unreal Engine plugins
  6. 11:13Extension plugin details
  7. 13:45Platform support
  8. 15:13Migration to OpenXR
  9. 16:54Fixing old projects
  10. 21:59Action-based input
  11. 25:46Benefits of OpenXR
  12. 28:10Future Unreal features
  13. 30:06Q&A and conclusion
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