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Unreal Engine 5 Integration (Github)

Updated: Mar 14, 2025|
Version
74.0
The latest Oculus Integration SDK for Unreal Engine 5 for developers bundled with OVRPlugin, Audio SDK, and Platform SDK.

Version 74.0 Release Notes

To access the UE5 branch from the Oculus GitHub repository:
  • Log into your GitHub account.
  • What's Fixed

  • Adjusted UV’s layout for the PokeAHole stereo layer mesh to be similar to the standard full screen quad.
  • Improvements

  • The Epic Native OpenXR backend is available to be used. See Choosing an OpenXR Backend
  • Great performance improvement of dynamic local lights with lightgrid/Forward+ pipeline.
  • The Oculus Github fork of Unreal Engine has been updated to Unreal Engine 5.5.0
  • Known Issues

  • GPUScene is disabled by default because it doesn’t work correctly with VRPreview and Generic Android Vulkan Preview Platform in some cases (PassThrough’s Poke-A-Hole material, some movable objects are two known cases).
  • PST (Project Setup Tool) reports a wrong warning: “Occlusion culling cannot be used when tonemap subpass enabled” and this warning should be ignored.
  • Manually setting pixel density with the vr.PixelDensity CVar while mobile dynamic resolution is enabled in “Android Vulkan Mobile” VRPreview mode could cause Play-In-Editor to crash
  • VRPreview Stereo Layers are not sorting properly. They always appear nearest to the camera.
  • Link Known Issues

  • Unplug/replug while in PTSamples Unreal scene causes a skyline to freeze and become unstable
  • Using adb screen record in PassthroughSamples causes severe screen slicing with half-freeze frame
  • Passthrough scene is getting stretched out and distorted when trying to recenter using hands only
  • Putting PC to sleep whilst in USB Link with app running, occasionally wakes PC immediately
  • With MetaXR plugin, hand gestures do not work in VR preview demo if PC is focused into Editor window and not Play window
  • Migrating projects to UE5

    In addition to Epic's Unreal migration steps you must also:
  • Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
  • Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [/Script/OculusHMD.OculusHMDRuntimeSettings].
  • Specify your splash screen in Project Settings > Platforms > Android >Launch Images > Launch Landscape.
  • Migrating from OculusVR to Meta XR

  • Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
  • Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [‘/Script/OculusHMD.OculusHMDRuntimeSettings’].

  • Blueprint only projects are automatically converted to use the equivalent types and functions provided by the Meta XR Plugin when you switch over from the OculusVR plugin.

    C++ projects that contain native code can be migrated by manually renaming objects and enumerations.

    To migrate a C++ project:

  • Modify your project's build.cs and replace any Oculus modules with OculusXR versions.
  • Build your project.
  • Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.