My team has been unable to build our project for the Magic Leap 2, seemingly because the ArcGIS Maps SDK plugin (v1.4.0) we are required to use is incompatible with the source build of Unreal Engine used by Magic Leap. I'd appreciate finding a way to make the plugin compatible, but in the short term I ideally need a way to build to the headset, or build an executable that we can remote render to the headset, without using the custom source build of the engine.
I will include our most recent build attempt, done on a test project, in case it can provide any additional insight.
Yes, we did several test builds, including some of the examples and the basic HelloCube tutorial. Everything went correctly, except tests where the plugin was added.
We are looking into this issue. For a workaround, we recommend using Remote Rendering. It should work with most builds of UE that use Epic's OpenXR plugin. You would then not need to use the ML UE SDK or ML's UE fork of UE.