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Unreal Engine 5 Integration

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Updated: Mar 15, 2023|
Version
50.0
The latest Horizon Integration SDK for Unreal Engine 5 for developers bundled with OVRPlugin, Audio SDK, and Platform SDK.

Version 50.0 Release Notes

Installation

  • Download and install UE5 according to Installing Unreal in the Unreal Engine 5 documentation.
  • Download the MetaXR plugin for UE5 zip file using the button on the top right.
  • Extract the .zip file contents to UE5 Installation Folder\Engine\Plugins\Marketplace. For example: C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Marketplace
  • What's New

  • Plugin updated to Unreal Engine 5.1.1
  • Shared Spatial Anchors API and SpatialAnchors sample added. See Shared Spatial Anchor Documentation for details.
  • Foveated Rendering is now available in the marketplace release.
  • Since v50, the MetaXR plugin will be disabled on non Meta XR devices.
  • Known Issues

  • Soundwave haptics is not supported in the prebuilt MetaXR plugin download.
  • The following features are not present in our Marketplace Releases. If you require these features use the GitHub Release.
  • Late Latching
  • Application SpaceWarp
  • Mobile tonemap subpasses

  • Link Known Issues:
  • When using Link to preview passthrough in editor. The passthrough layer may not be shown after stopping and starting the editor. If this occurs,
  • Ensure Link Passthrough over Link is enabled in the Desktop Oculus App (Settings > Beta),
  • Close the Unreal Editor and restart OVRService (Task Manager > Services > OVRService)
  • Passthrough over Link has low camera frame rate when a Quest Pro is used.
  • Spatial anchors over link lag behind their correct position.
  • Screen recordings or captures are black when running a Passthrough-enabled app over Link..
  • PCM haptic over link has intermittent issues when high sample rate ( greater than 10k) soundwaves. The workaround is to use lower sample rate sound waves.
  • 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.