remove metaxr compatibility from the documentation along with its assets and replace it with a caution incompatibility note
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@@ -38,30 +38,9 @@ For Meta Quest headsets, enable the `Developer runtime features` under the `Sett
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### Meta XR Plugin
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### Meta XR Plugin
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> [!CAUTION]
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> [!CAUTION]
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> By default, enabling the `Meta XR` plugin breaks and disrupts the
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> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
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> SenseGlove Unreal Engine Plugin implementation of `XR_EXT_hand_tracking`.
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> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
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> Thus, rendering both glove and hand-tracking data broken. However, it's
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> is being worked on and might be supported in the future.
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> possible to fix this issue with proper `Meta XR` plugin configuration.
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By default, the `Meta XR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
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The following settings control the hand-tracking behavior when the `Meta XR` plugin is enabled:
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- **XR API**: This selects the XR API that the engine will use. If set to `Oculus OVRPlugin + OpenXR backend (current recommended)`, which is the default, will break the SenseGlove Unreal Engine Plugin's glove and hand-tracking data. In order to make the Meta XR and SenseGlove Unreal Engine plugins compatible you should choose `Epic Native OpenXR with Oculus vendor extensions` here. This disables Legacy Oculus in favor of the native OpenXR implementation, with Oculus vendor extensions. This will be where Epic focuses XR development going forward. Changing the `XR API` settings requires an editor restart to take effect.
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- **Hand Tracking Support**: Determines whether controllers and/or hands can be used within the current appication. Possible values are `ControllersOnly`, `ControllersAndHands`, and `HandsOnly`. We recommend to set this to `ControllersAndHands` to be able to use both controllers (as a wrist-tracker device) and hand-tracking. See also [`bFallbackToHandTrackingIfNoGloveDetected`](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected).
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- **HandTrackingFrequency**: Determines the hand-tracking frequency, whether `LOW` or `HIGH`. Please note that a higher tracking frequency will reserve some performance headroom from the application's budget.
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- **HandTrackingVersion**: Determines the version of hand tracking algorithm. `Default`, `V1`, and `V2` are valid options. If unsure, leave it as `Default` and the SenseGlove glove and hand-tracking should work as expected.
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## HTC VIVE
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## HTC VIVE
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+3
-24
@@ -26,30 +26,9 @@ To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode,
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### Meta XR Plugin
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### Meta XR Plugin
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> [!CAUTION]
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> [!CAUTION]
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> By default, enabling the `Meta XR` plugin breaks and disrupts the
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> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
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> SenseGlove Unreal Engine Plugin implementation of `XR_EXT_hand_tracking`.
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> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
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> Thus, rendering both glove and hand-tracking data broken. However, it's
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> is being worked on and might be supported in the future.
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> possible to fix this issue with proper `Meta XR` plugin configuration.
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By default, the `Meta XR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
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The following settings control the hand-tracking behavior when the `Meta XR` plugin is enabled:
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- **XR API**: This selects the XR API that the engine will use. If set to `Oculus OVRPlugin + OpenXR backend (current recommended)`, which is the default, will break the SenseGlove Unreal Engine Plugin's glove and hand-tracking data. In order to make the Meta XR and SenseGlove Unreal Engine plugins compatible you should choose `Epic Native OpenXR with Oculus vendor extensions` here. This disables Legacy Oculus in favor of the native OpenXR implementation, with Oculus vendor extensions. This will be where Epic focuses XR development going forward. Changing the `XR API` settings requires an editor restart to take effect.
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- **Hand Tracking Support**: Determines whether controllers and/or hands can be used within the current appication. Possible values are `ControllersOnly`, `ControllersAndHands`, and `HandsOnly`. We recommend to set this to `ControllersAndHands` to be able to use both controllers (as a wrist-tracker device) and hand-tracking. See also [`bFallbackToHandTrackingIfNoGloveDetected`](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected).
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- **HandTrackingFrequency**: Determines the hand-tracking frequency, whether `LOW` or `HIGH`. Please note that a higher tracking frequency will reserve some performance headroom from the application's budget.
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- **HandTrackingVersion**: Determines the version of hand tracking algorithm. `Default`, `V1`, and `V2` are valid options. If unsure, leave it as `Default` and the SenseGlove glove and hand-tracking should work as expected.
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## HTC VIVE
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## HTC VIVE
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