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Unreal Engine 5 Integration

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

Version 74.0 Release Notes

UE Requirements


UE version 5.5.0

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 Fixed

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

  • MetaXR plugin now supports Unreal Engine 5.5.0, for previous Engine versions see previous releases.
  • Scan Resume provides the ability to continue a room scan in Space Setup from where you left off. This feature has the following experience changes for v72:
  • Previous manual edits will be discarded if the user resumes a scan,
  • The user cannot delete the room from the scan-resume flow (but still can from Settings),
  • Wall edits are still available after the scan completes.
  • Notice: We are on a path to remove the user’s capability to edit the space settings in 2025, so developers should work to reduce dependency on this feature as it is incompatible with our vision of high-reliable scans that just work even when the scenes change.
  • Known Issues

  • In certain edge cases, the widget on the right eye may experience slight overcutting on its right side. The workaround is to set “r.Mobile.Oculus.ForceSymmetric” to 0 in BaseDeviceProfiles.ini.
  • GPUScene 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.
  • Upgrading from UE5.4.3 to UE5.4.4 with Marketplace plugins installed already might cause an issue where you cannot create a shipping package anymore for any platforms. Instead, you might end up with a development build even if you choose a shipping package.
  • The workaround is:

  • First, move all plugins out from Engine\Plugins\Marketplace.
  • Move/delete the Engine\Intermediate\TargetInfo.json
  • Open Unreal Editor and go to the Platform menu one more time (to trigger regeneration of TargetInfo.json).
  • Move all plugins back to Engine\Plugins\Marketplace.
  • Note:
  • There might be other ways to trigger this issue. One possibility is that you download UE5.4.2 from scratch, without starting the Unreal Editor, you download a marketplace plugin first, then, you start the Unreal Editor.
  • Keyboard input might not work under some situations.
  • VRPreview Stereo Layers are not sorting properly. They always appear nearest to the camera.
  • Debug Primitive might not work well with MultiView on (this is fixed in Github Fork).
  • Depth compositing for stereo layers and the Dash menu may not work correctly on some projects (including VR Template).
  • A workaround for this is to disable Nanite support through the console variable: r.Nanite 0
  • Playing haptic effects through Haptic Feedback Soundwave assets is not working properly in UE5.5. The issue is fixed in the Github Fork.
  • 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.