Give us as much detail as possible regarding the issue you're experiencing:
Magic Leap SDK version: 1.5.0
Unreal Engine version: 5.3
ML2 OS version: 1.5.0
Error messages from logs (syntax-highlighting is supported via Markdown):
I've been working on an application using Unreal Engine 5.3, where I implemented a feature to show a line trace that follows the user's gaze using the "Get Gaze Data" function. While testing with remote rendering, everything worked as expected: the line trace accurately depicted where the user was looking. However, upon building and running the application on a Magic Leap 2 device, the line trace visualization disappeared, and it seems that the eye tracking feature is not functioning as it did during the remote rendering phase.
I am curious to understand why the eye tracking and line trace visualization only worked with remote rendering and not when the app was built and executed on the Magic Leap 2 device. Is there a known issue or limitation with eye tracking in Unreal Engine applications when running on Magic Leap 2? Additionally, I would like to confirm if using the "Get Gaze Data" function is the correct approach for implementing eye tracking features in Unreal Engine for Magic Leap 2 or if there's an alternative method or additional setup required for the Magic Leap platform.
Any insights, documentation references, or guidance on how to resolve this issue would be greatly appreciated. I am keen on utilizing the eye tracking capability of Magic Leap 2 to its fullest and integrating it seamlessly into my Unreal Engine project.
Thank you in advance for your assistance!