Develop
Develop
Select your platform

Scene Tutorial (deprecated)

Updated: Apr 14, 2026
OculusXRSceneActor Deprecation
OculusXRSceneActor is deprecated. New features will be delivered through MR Utility Kit.
Refer to the following as guidance on which APIs to use:
New projects:
Existing projects:

Health and Safety Recommendation: While building mixed reality experiences, we highly recommend evaluating your content to offer your users a comfortable and safe experience. Please refer to the Health and Safety and Design guidelines before designing and developing your app.

This is a basic tutorial that lets you recreate the Ball Throwing Scene sample. In this tutorial you will reuse the project created in Basic Passthrough Tutorial. If you haven’t done that yet, please do it first.

Before You Begin

In your headset, navigate to Settings > Physical Space > Space Setup > Set Up to capture scene.

1. Setup Input Action Mappings

Action Mappings deprecated
Action Mappings are deprecated in UE 5.0 and later. The Enhanced Input System is the current approach for input binding. For details, see Controller Input Mapping Reference.
  1. Open Edit > Project Settings > (in Engine section) > Input.
  2. Add a new Action Mappings for “spawn_trigger” mapping to “Oculus Touch (R) Trigger” (this is the legacy UE input key name).
Setup Input Action Mappings

2. Create a New Blueprint Class for the Ball

  1. Navigate to Content Browser, right-click and select Blueprint Class.
  2. In the pop-up window, select Actor.
  3. Name it “Ball_BP” and open it.
  4. In the components window, click on Add Component and select Static Mesh.
  5. In the Details panel, set the Static Mesh to a Sphere ,set Transform > Scale to (0.2,0.2,0.2), apply a material of your choice and enable Simulate Physics.

3. Create a New Blueprint Class for the Pawn

  1. Navigate back to the Content Browser, right-click and select Blueprint Class.
  2. In the pop-up window, select Pawn.
  3. Name it Pawn_BP and open it.
  4. In the components window, click on Add Component and select Camera.
  5. In the components window, click on Add Component and select Scene.
  6. In the components window, click on Add Component and select MotionController.
  7. Setup Event Graph as below :
Pawn Blueprint Event Graph showing Camera, Scene, and MotionController component setup.

4. Add Pawn_BP into the Scene

  1. Close all Blueprints and return to the main editor window.
  2. Drag Pawn_BP into the scene.
  3. Select Pawn_BP and in the Details panel, set Location to (0,0,0), Auto Possess Player to Player 0, AI Controller Class to PlayerController and Auto Receive Input to Player 0.
  4. Delete existing Cameras from the scene.

5. Import Scene Entity Meshes

Sample repository availability
The GitHub sample repository for Unreal-Scene may no longer be available. The assets referenced below may need to be sourced from the Scene Sample documentation page instead.
  1. Download Materials, Meshes and Textures, from Scene Sample.
  2. Copy and paste them into project’s Content folder in file explorer.

6. Add the OculusXRSceneActor to the Scene

  1. Search OculusXRSceneActor in Place Actors panel and drag it into your scene.
  2. Select OculusXRSceneActor in the scene, in the Details panel, and set Scene Actor as below:
Scene Actor

7. Add Scene Support

  1. Open Edit > Project Settings > (in Plugins section) > Meta XR.
  2. Enable Anchor Support, Scene Support and Passthrough Enabled.

8. Build and Test

  1. Save project.
  2. Under platforms click Meta Quest device. Unreal will deploy and run APK on the device.
  3. Pull your right controller’s trigger in the game to place balls into the scene.
    Scene tutorial output