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Unreal Engine 5 Integration (Github)

Updated: Mar 4, 2026|
Version
85.0.0
The latest Oculus Integration SDK for Unreal Engine 5 for developers bundled with OVRPlugin, Audio SDK, and Platform SDK.

Version 85.0.0 Release Notes

UE Version

Forked from UE 5.6.1

Installation


To access the UE5 branch from the Oculus GitHub repository:

  • Log into your GitHub account.
  • What's New

  • Sceneless World Locking option (MRUK) - Added a "Use Sceneless World Locking" toggle in Mixed Reality Utility Kit settings. This allows world locking via a spatial anchor without requiring a loaded scene, useful for MR apps that don't use Scene API. Disabled by default to avoid affecting non-MR apps.
  • Android target API level bumped to 34 - The Meta XR Project Setup Tool now specifies Android SDK target version 34 (Android 14), required for Meta Horizon Store uploads starting March 1, 2026.
  • Movement SDK API simplified - Removed the WorldScale parameter from Movement SDK wrapper functions. The engine's WorldToMeters value is now used internally, eliminating inconsistent behavior between the OpenXR and OVR implementations.
  • What's Fixed

  • Fixed incorrect color rendering for Passthrough Camera Access over Link - Disabled SRGB conversion when running PCA over Link, correcting the camera image to match passthrough color output.
  • Fixed Movement SDK auto-alignment - Corrected misaligned arm and wrist rotations caused by a Quaternion scaling change that didn't handle Unreal's coordinate space (Z-Up, X-Forward) correctly.
  • Fixed Movement SDK config deserialization error - MetersToUnitScale is now optional in config files and defaults to 1.0 when missing, preventing errors when loading existing configs.
  • 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.