This selects the XR API that the engine will use. If unsure, OVRPlugin OpenXR is the recommended API. The OpenXR plugin must also be enabled to use Native OpenXR.
Whether the controller hand poses align to the Meta XR pose definitions or the OpenXR pose definitions
bool bSupportsDash[Get]
Whether Dash is supported by the app, which will keep the app in foreground when the User presses the oculus button (needs the app to handle input focus loss!)
bool bCompositesDepth[Get]
Whether the app's depth buffer is shared with the Rift Compositor, for layer (including Dash) compositing, PTW, and potentially more.
bool bHQDistortion[Get]
Computes mipmaps for the eye buffers every frame, for a higher quality distortion
FFilePath MetaXRJsonPath[Get]
Path to Meta XR Simulator JSON file (meta_openxr_simulator.json).
bool bSetActivePIEToPrimary[Get]
When running multiple player windows in a single process with VRPreview, this option determins whether to set the current active PIE to the primary one on the fly.
bool bSetCVarPIEToPrimary[Get]
When running multiple player windows in a single process with VRPreview, this option determins whether to set the PIE specified by CVar vr.PrimaryPIEIndex to the primary one on the fly.
bool bUpdateHeadPoseForInactivePlayer[Get]
In case of multiple players testing, when the current player is inactive, disabling this setting will make sure the current player does NOT update headpose until it is active again. This setting is not limited to multiple players testing and it will be applied to any VRPreview PIE window.
In case of multiple players testing, when the primary player, which is connected to the HMD, is changed, this setting determins how to restore the previous player's head pose
bool bDynamicResolution[Get]
Maximum allowed pixel density.
float PixelDensityMin[Get]
Minimum allowed pixel density.
float PixelDensityMax[Get]
Maximum allowed pixel density.
int CPULevel_DEPRECATED[Get]
Default CPU level controlling CPU frequency on the mobile device
int GPULevel_DEPRECATED[Get]
Default GPU level controlling GPU frequency on the mobile device
Foveated rendering level (maximum level for dynamic foveated rendering) A higher foveated rendering level improves GPU performance at the cost of a blurrier periphery
bool bDynamicFoveatedRendering[Get]
Whether foveated rendering levels will change dynamically based on performance headroom or not (up to the set foveated rendering level)
bool bSupportEyeTrackedFoveatedRendering[Get]
Whether eye tracked foveated rendering can be used with the app.
bool bCompositeDepthMobile[Get]
Whether the app's depth buffer is shared with the compositor to enable depth testing against other layers. Mobile depth composition has performance overhead both on the engine (for resolving depth) and on the compositor (for depth testing against other layers)
bool bFocusAware[Get]
If enabled the app will be focus aware. This will keep the app in foreground when the User presses the oculus button (needs the app to handle input focus loss!)
bool bLateLatching[Get]
[Experimental]Enable Late latching for reducing HMD and controller latency, improve tracking prediction quality, multiview and vulkan must be enabled for this feature.
bool bRequiresSystemKeyboard[Get]
If enabled the app will use the Oculus system keyboard for input fields. This requires that the app be focus aware.