Remote Rendering Forcing Steam VR to use "Monado"

We are trying to use Remote Rendering Software and keep getting this red error code that reads: "The Default OpenXR runtime is not set to Remote Rendering". Every time we click set now to clear the error it makes a hard change to our pc and sets a bad setting in SteamVR.
Steam VR is now hard locked into Monado for the Current OpenXR runtime setting with in steamVR. If Monado is hard set in steam VR, we can no longer run any Unreal Projects that have an OpenXR plugin active. The projects simply hang. We have to manually flip the switch back to steam vr for current XR open platform setting with in steamVR, to get the projects to open again.

We are using: Unreal Engine 5.4-release-ml2 (built from source)
Magic Leap Hub 3
Remote Render software Version 1.15.131
Steam Vr 2.7.4


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Clicking "Set Now" updates the ActiveRuntime registry key in HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1 to point to the Magic Leap Remote Rendering runtime so that OpenXR applications launch using the Remote Render runtime by default.

You can change this setting manually if you wish.

The issue that you are running into with Unreal is interesting, I'm not sure what would cause it to hang after setting Monado in the Steam VR settings. We haven't had other user's report this - you may want to post about the issue on their official forums

Is there a way to set this reg key so it always defaults back to SteamVR no matter what? Its weird because now my normal 5.4 (default reg install version) vr projects wont open either. They will only open if that reg key is steam vr. Here is where the UE launcher goes belly up...

024.08.26-20.13.41:809][ 0]LogHMD: XR_EXT_debug_utils
[2024.08.26-20.13.41:809][ 0]LogHMD: Optional extension XR_FB_foveation_vulkan is not available
[2024.08.26-20.13.41:809][ 0]LogHMD: Optional extension XR_KHR_composition_layer_cylinder is not available
[2024.08.26-20.13.41:811][ 0]LogHMD: Optional extension XR_KHR_composition_layer_equirect is not available
[2024.08.26-20.13.41:814][ 0]LogHMD: Optional extension XR_KHR_composition_layer_color_scale_bias is not available
[2024.08.26-20.13.41:814][ 0]LogHMD: Optional extension XR_VARJO_quad_views is not available
[2024.08.26-20.13.41:814][ 0]LogHMD: Optional extension XR_KHR_visibility_mask is not available
[2024.08.26-20.13.41:815][ 0]LogHMD: Optional extension XR_EPIC_view_configuration_fov is not available
[2024.08.26-20.13.41:815][ 0]LogHMD: Optional extension XR_EXT_active_action_set_priority is not available
[2024.08.26-20.13.41:815][ 0]LogHMD: Optional extension XR_FB_composition_layer_alpha_blend is not available
[2024.08.26-20.13.41:816][ 0]LogHMD: Optional extension XR_FB_foveation is not available
[2024.08.26-20.13.41:818][ 0]LogHMD: Optional extension XR_FB_swapchain_update_state is not available
[2024.08.26-20.13.41:818][ 0]LogHMD: Optional extension XR_FB_foveation_configuration is not available
[2024.08.26-20.13.41:819][ 0]LogHMD: Optional extension XR_OCULUS_audio_device_guid is not available
[2024.08.26-20.13.41:848][ 0]LogHMD: Initialized OpenXR on '1.15.131' runtime version 1.15.131
[2024-08-26 16:13:41.849] [info] found a valid preset Matchmaking port

Unfortunately, You may need to reach out on the Unreal Forums regarding your editor issue since we do not have troubleshooting steps and are not familiar with the engine source code.

Regarding the SteamVR, you may want to try asking on the StreamVR Forum about setting the system registry to point at the SteamVR when SteamVR is launched.

Hello Philippe,

Just to clarify a few things- the way the OpenXR loader behaves on Windows, it will read the registry value that Krystian mentioned (HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ActiveRuntime) to determine which runtime to load when an OpenXR application is started. The ML remote render service implements an OpenXR runtime (which is based on Monado).

When you 'set the default OpenXR runtime' to remote rendering, you set the value of this reg key to point to a path to a json file with information about the runtime that you want to load (either ML remote rendering or SteamVR in your case).

If you installed ML remote rendering in the default location, then the value will be "C:\Program Files\Magic Leap Remote Rendering\openxr_windrunner.json" when ML remote rendering is set as the active runtime.

You could dig a bit more into what causes Unreal to actually hang, but unfortunately, I think some of the pain you're experiencing here is kind of just part and parcel of developing with multiple different OpenXR devices and runtimes (software) connected on the same PC.

You might try using a utility like this one to make it easier to switch the active runtime between ML remote rendering and SteamVR. It looks like you may have to manually configure the app's runtime list for both to show up-

That utility will also show you the extensions that are available for use with the active runtime. Note that several of the extensions in the log in your previous post are not supported by MagicLeap remote rendering-

Best,
Adam