Explore Oculus Lipsync with the Sample Scene for Unreal
Updated: Apr 17, 2026
End-of-Life Notice for Oculus Lipsync Plugin
The Oculus Lipsync Plugin is in end-of-life stage and will not receive further updates or support. For audio-driven lip sync, the
Movement SDK provides equivalent viseme functionality through audio-based face tracking, delivering the same 15 visemes via the
XR_META_face_tracking_visemes OpenXR extension.
The OculusXRMovement module in the Movement SDK supports both visual-based face tracking (Meta Quest Pro) and audio-based face tracking (Meta Quest 2 and later). Audio-based face tracking generates visemes from audio input, providing a migration path from the Oculus Lipsync Plugin.
This documentation is no longer being updated and is subject to removal.
To get started, you should open the OVRLipSyncDemo.uproject project with Unreal Engine. You will find the sample project under [extract-dir]\LipSync\UnrealPlugin\OVRLipSyncDemo. This scene provides an introduction to Oculus Lipsync resources and examples of how the library works.
In particular, explore the LiveCaptureBlueprint and the PlaybackBlueprint to see how Lipsync is used with Unreal Engine.