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 bThumbstickDpadEmulationEnabled[Get]
Whether the app uses emulated thumbstick dpad inputs (ex: thumbstick up) when using Epic's Native OpenXR.
FString OculusXRSimulatorPreferredVersion[Get]
Preferred version for XR Simulator
bool bNotifyWhenNewVersionIsAvailable[Get]
Whether to spawn notification if new version is available
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
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.
If selected, will increase the frequency of one processor at the expense of decreasing the frequency of the other on supported devices.
bool bTileTurnOffEnabled[Get]
Whether Tile Turn Off is enabled in app
bool bSupportSBC[Get]
Whether Shader Binary Cache is enabled in app
FString SBCPath[Get]
Shader Binary Cache path used to save shader cache
bool EnableWorldLock[Get]
When world locking is enabled the position of the VR Pawn will be adjusted each frame to ensure the room anchors are where they should be relative to the camera position. This is necessary to ensure the position of the virtual objects in the world do not get out of sync with the real world.