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Blueprints Reference

Updated: Apr 17, 2026
This section serves as a reference guide for the Blueprints in the OculusXR library. Most of these Blueprints can be found in the Blueprint editor under the Oculus Library section.
The following image shows an example of Blueprints available in the Oculus Library section.
Oculus Blueprints

User and Account Blueprints

To access these Blueprints, you must enable the Meta XR Platform plugin via Edit > Plugins > Online Platform.

Splash Screen Blueprints

Position and Orientation Blueprints

Guardian Blueprints

Note: Several Guardian Blueprints are deprecated as of Unreal Engine 4.27. For Guardian-like boundary functionality, place AMRUKGuardianSpawner from the MR Utility Kit in your level to spawn a procedural boundary mesh, or use UOculusXRSceneFunctionLibrary::RequestBoundaryVisibility() from the OculusXRScene module to control boundary visibility.
  • Get Guardian Dimensions Returns the dimensions of the Outer Boundary or the Play Area, expressed in Unreal Engine units.
  • Get Guardian Points Returns the points, in Unreal Engine world space, that define the Outer Boundary or the Play Area.
  • Get Node Guardian Intersection Returns the intersection result between a tracked device (HMD or Controller) and the Guardian boundary. Deprecated in 4.27.
  • Get Play Area Transform Returns the transform of the Play Area rectangle, defining its position, rotation, and scale to apply a unit cube to match it with the Play Area.
  • Get Point Guardian Intersection Returns the intersection result between the Guardian boundary and a specified Unreal Engine coordinate. Deprecated in 4.27.
  • Is Guardian Displayed Returns a boolean result that indicates whether or not the Outer Boundary Guardian is being displayed. Deprecated in 4.27.
  • Set Guardian Visibility Specifies whether or not the runtime should render the Guardian. Deprecated in 4.27.

Dash Blueprints

Mixed Reality Blueprints

  • Get Oculus MR Settings Returns a reference to an Oculus MR Settings object, which has properties that correspond to each of the Mixed Reality capture settings.
  • Load from Ini Loads the Mixed Reality Capture settings from Engine.ini to an internal Oculus MR Settings object.
  • Save to Ini Saves the Mixed Reality Capture settings from an in-memory Oculus MR Settings object to the Engine.ini file.
  • Get Tracking Reference Component and Set Tracking Reference Component Enables your application to add an object which the camera will follow, if you don’t want the camera to follow the first PlayerController (which is the default, and is the approach used by most applications).

Performance Optimization Blueprints

Deprecated Blueprints