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UOculusXRHMDRuntimeSettings Class

Extends UObject
Implements the settings for the OculusVR plugin.

Fields

Configure System Splash Screen background type. To configure Splash Image go to Project Settings > Platforms > Android > Launch Image.
Whether the Splash screen is enabled.
An array of splash screen descriptors listing textures to show and their positions.
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.
The target color space
Whether the controller hand poses align to the Meta XR pose definitions or the OpenXR pose definitions
Whether the app uses emulated thumbstick dpad inputs (ex: thumbstick up) when using Epic's Native OpenXR.
Preferred version for XR Simulator
Whether to spawn notification if new version is available
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!)
Whether the app's depth buffer is shared with the Rift Compositor, for layer (including Dash) compositing, PTW, and potentially more.
Computes mipmaps for the eye buffers every frame, for a higher quality distortion
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.
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.
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
Maximum allowed pixel density.
Minimum allowed pixel density.
Maximum allowed pixel density.
Default CPU level controlling CPU frequency on the mobile device
Default GPU level controlling GPU frequency on the mobile device
Select supported Meta Quest Devices
Suggested CPU perf level when application starts on Oculus Quest
Suggested GPU perf level when application starts on Oculus Quest
Foveated rendering method
Foveated rendering level (maximum level for dynamic foveated rendering) A higher foveated rendering level improves GPU performance at the cost of a blurrier periphery
Whether foveated rendering levels will change dynamically based on performance headroom or not (up to the set foveated rendering level)
Whether eye tracked foveated rendering can be used with the app.
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)
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!)
[Experimental]Enable Late latching for reducing HMD and controller latency, improve tracking prediction quality, multiview and vulkan must be enabled for this feature.
If enabled the app will use the Oculus system keyboard for input fields. This requires that the app be focus aware.
Whether controllers and/or hands can be used with the app
Note that a higher tracking frequency will reserve some performance headroom from the application's budget.
The version of hand tracking algorithm
Whether passthrough functionality can be used with the app
Whether Spatial Anchors can be used with the app
Whether Spatial Anchor Sharing can be used with the app
Whether Scene can be used with the app
Can boundary visibility be toggled in app
Should the guardian boundary visibility be suppressed by default
Whether Colocation Sessions can be used with the app
Whether body tracking functionality can be used with the app
Select a Body Tracking Fidelity
Select a Body Tracking joint set
Whether eye tracking functionality can be used with the app
Whether face tracking functionality can be used with the app
Select preffered Face Tracking data sources
Whether face tracking returns visemes
On supported Oculus mobile platforms, copy compiled .so directly to device. Allows updating compiled code without rebuilding and installing an APK.
Keep previously deployed device contents. Allows cook-on-the-fly to reuse assets from previous runs.
Whether experimental features listed below can be used with the app.
If selected, will increase the frequency of one processor at the expense of decreasing the frequency of the other on supported devices.
Whether Tile Turn Off is enabled in app
Whether Shader Binary Cache is enabled in app
Shader Binary Cache path used to save shader cache
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.
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