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Add Procedural Surface Geometry (Deprecated)

Updated: Apr 15, 2026
Deprecation Notice
This Blueprint is deprecated in Unreal Engine 5.6. The OculusXR Passthrough Layer Component and surface-projected passthrough are deprecated. Use persistent passthrough via the Passthrough Subsystem instead. For the recommended approach, see Persistent Passthrough.

Overview

This Blueprint node adds a procedural mesh as a projection surface for surface-projected passthrough. The mesh is sourced from a UProceduralMeshComponent, which allows geometry generated at runtime to serve as the passthrough projection surface.
Use this node when the projection surface is generated at runtime through a UProceduralMeshComponent. For pre-authored static meshes, use the Add Static Surface Geometry node instead.
This node is part of the surface-projected passthrough path, which is deprecated in Unreal Engine 5.6. Surface-projected passthrough has no equivalent in the replacement API. Use persistent passthrough via the Passthrough Subsystem instead.

Blueprint

Add Procedural Surface Geometry

Arguments

  • Target: The OculusXR Passthrough Layer Component object.
  • Procedural Mesh Component: The UProceduralMeshComponent whose geometry is used as the projection surface.
  • Update Transform: If True, the transform is updated every frame. Otherwise, the geometry is assumed to be static and updates to either the geometry or the transform are not reflected. Since this has a small overhead, it should only be used if needed.
    Note: If changes are made to the mesh geometry itself, they will not be reflected here. The actor needs to be removed and re-added for these changes to take effect.

Output

  • None