I’m working on a VR project using Unreal Engine 5.7 with a Meta Quest 2 connected via Meta Quest Link. (Convai plugin 4.0.0-beta.14)
Issue
In my project, Unrea Engine does not seem to detect or use the Quest 2 microphone when running through Quest Link.
As a workaround, I tried selecting the microphone input device in-game (pressing F10). However, as soon as I click to select the device, the editor crashes.
I expected to be able to switch/select the microphone at runtime without issues, and for the Quest 2 mic to be usable.
What actually happens
The editor crashes immediately after clicking to select the microphone device.
Steps to reproduce
Create a new VR project (XR template)
Open BP_XRPawn
Add BP_ConvaiPlayerComponent
Play in editor with Quest 2 connected via Quest Link
Press F10 to select microphone
Click on the input device → crash
I can reproduce the same issue even in a clean template project with only the Convai component added.
Just to clarify, I’m not building or running the application as a native Meta Quest (Android) app. I’m using Meta Quest Link, so the project runs as a Windows executable (PC VR), with the Quest 2 acting only as the headset/output device.
So in this case, Android support shouldn’t be required.
I also tried updating to the latest plugin version, but the issue still occurs even in a clean VR template project with only the Convai component added.
The problem happens in the editor (Play in Editor) while using Quest Link:
Pressing F10 and selecting an input device immediately crashes the editor
Logs suggest two separate issues. The actual crash happens in D3D12/SM6 while rendering the F10 settings UI, specifically Slate GaussianBlur, not inside the microphone capture callback. Also, Windows is exposing Microfono (2- USB Audio Device) as the capture device, while Oculus appears only as an output device, so Convai is not receiving a Quest microphone device from Windows. Could you try running the project with DX11 / -d3d11, update the NVIDIA driver, and confirm whether the Quest microphone appears as a Windows input device in Sound Settings?