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Is Guardian Displayed (deprecated)

Updated: Apr 15, 2026
Deprecation Notice
This Blueprint has been deprecated since Unreal Engine 4.27. On Meta Quest devices using the OpenXR runtime, it always returns false. Use the Get Boundary Visibility Blueprint in the OculusXRScene module instead. For details, see Boundaryless.
Returns a boolean indicating whether the system is displaying the boundary.

Overview

The Is Guardian Displayed Blueprint checks whether the boundary is currently visible to the user. The underlying C++ function, UOculusXRFunctionLibrary::IsGuardianDisplayed, has been deprecated since Unreal Engine 4.27.
On Meta Quest hardware using the OpenXR runtime, this function always returns false regardless of the actual boundary state. The only code path where it remains functional is the legacy OVR (Rift) path, which calls GetBoundaryVisible2 internally.
For current projects targeting Meta Quest, use the boundary visibility API in the OculusXRScene module, which provides richer, event-driven state information. See the Migration section below.

Blueprint

Is Guardian Displayed Blueprint node with a boolean return value output.

Arguments

No arguments.

Output

Return Value: A boolean indicating whether the boundary is currently visible. Returns true if the boundary is displayed and false otherwise.
Note: On Meta Quest devices using the OpenXR runtime, this value is always false.

Migration

The modern replacement for this Blueprint is the boundary visibility API in the OculusXRScene module. This API uses the EOculusXRBoundaryVisibility enum, which provides two states: NotSuppressed (boundary is visible) and Suppressed (boundary is hidden). This is more expressive than the simple boolean returned by Is Guardian Displayed.
To adopt the new API:
  1. Enable bBoundaryVisibilitySupportEnabled in Project Settings > Meta XR > Mobile.
  2. Use Get Boundary Visibility to query the current boundary visibility state.
  3. Use Request Boundary Visibility to request a change in boundary visibility. This function returns a boolean indicating whether the request succeeded.
  4. Optionally, bind to the OculusBoundaryVisibilityChanged event delegate for event-driven updates when the boundary state changes.
For complete setup instructions, Blueprint examples, and code samples, see the Boundaryless documentation.