Set up project using default Unreal Engine VR Template for Hololight Stream for Unreal Engine

Set up project using default Unreal Engine VR Template

  1. Launch Unreal Engine.

  2. Select Games > Virtual Reality.

  3. Under Project Name, name your project.

  4. Select Create.

You can add the VR Template configuration to an existing project. Go to + Add > Add Feature or Content Pack > Virtual Reality.

Disable Open XR plugins

The Unreal Editor VR Template is designed to work with Unreal’s OpenXR plugin. Hololight Stream works with Unreal Engine the same way OpenXR does. You need to make a few changes to the VR Template to work with Hololight Stream.

If you use the Unreal Engine’s VR Template, it uses OpenXR plugins by default. OpenXR can conflict with Hololight Stream, so you need to disable all OpenXR and OpenXR-related plugins.

  1. Select Edit > Plugins.

  2. Select ALL PLUGINS.

  3. Go through the list and disable all OpenXR-related plugins. This includes:

    OpenXR-related plugins

    OpenXR

    OpenXR visionOS

    OpenXREyetracker

    OpenXRHandTracking

    OpenXRMsftHandInteraction

    OpenXRViveTracker

    XRScribe

    In addition to OpenXR plugins, you need to disable all other XR-related plugins that may be in the project. This includes, but is not limited to, Meta XR and PICO XR plugins.
  4. Close and then restart Unreal Editor.

Use correct motion controller motion sources

VR Template has controller motion sources on Grip motion sources. Hololight Stream does not support Grip motion sources, but supports Left/Right, Palm and Aim motion sources. On the VRPawn, there are Motion Controller components for getting motion sources LeftGrip and RightGrip. On these components, Motion Source should be changed to Left/Right. With this change, the positioning of the visualization model also needs to be adapted to fit the position of the motion sources. Also, on the GrabComponent Blueprint, inside the GetHeldByHand function, there is a check of controller motion source with the name LeftGrip. This name also needs to be changed to Left.

Enable passthrough

To enable passthrough in Unreal Engine:

  1. Select Edit > Project Settings,

  2. Set Alpha Output to true.

To use passthrough on the Level in the VR Template, remove or hide the Sky Sphere.

In Unreal Engine 5.4 and earlier Alpha Output is Enable alpha channel support in post processing. Set this to Allow through Tonemapper.

Configure input mappings

VR Template does not have all the input mappings needed to support all Hololight Stream enabled devices. Hololight Stream registers the devices to the Unreal Engine. After that you can add devices to the Input Mappings or you can use the example Hololight Stream Input Mappings instead.

Change Project Settings > Enhanced Input > Default Mapping Contexts to the ones provided with the plugin.