Marker Tracking works in the editor but not in packaged application

Unreal version 5.5. ML2 OS 1.11.

I have the ML UE plugin v1.8.0 installed, with Magic Leap OpenXR, Magic Leap Marker Tracking, and Magic Leap Controller plugins activated.

I have marker tracking working in the UE Editor. It’s just a simple 1-level environment with 1 Aruco marker and a couple meshes with align to that position. Very simple, and works great in the editor.

Package an APK with shipping settings. Not issues that I see. All white in the Output logs.

Install the app onto the headset via Hub 3. Works great.

But when I launch the app, the marker tracking doesn’t initialize. I can see the parts rooted at 0,0,0.

Is there something special I need to do when packaging to make marker tracking work in the application?

How were you testing it inside the editor? Did you add a delay similar to the Example included in the Magic Leap Unreal Engine Example project?

No, I just have a Marker Tracker Component in the XR Pawn. On Begin Play, I activate the component. Is that incorrect? I have to add a delay?

Try updating the graph to something more similar to this:

Okay, will do. That’s basically what I have, except without the delay on Begin Play. I took your tip and downloaded the Examples project and am launching it now. I’m going to try to package the Marker Tracking map in the Examples project and see if it works. If it does, I’ll go back and add the delay.

I can’t seem to package the Examples project. Keep getting this error:

I went into my project and added a 1 second delay after Begin Play and it still didn’t work.

As a sanity check, can you send me a packaged apk with marker tracking that works? Then we’ll know if it’s a headset issue or a UE issue.

It looks like a build issue. You will need to Build UE using this guide. Out of the box, UE 6 does not include the correct library to visualize YUV frames which might be causing the issue.

Thank you, I’ll try this.