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UOculusXRHMDRuntimeSettings Class

Extends UObject
Implements the settings for the OculusVR plugin.

Fields

bAnchorSharingEnabled : bool
Whether Spatial Anchor Sharing can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bAnchorSharingEnabled
bAnchorSupportEnabled : bool
Whether Spatial Anchors can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bAnchorSupportEnabled
bAutoEnabled : bool
Whether the Splash screen is enabled.
Signature
bool UOculusXRHMDRuntimeSettings::bAutoEnabled
bBodyTrackingEnabled : bool
Whether body tracking functionality can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bBodyTrackingEnabled
bBoundaryVisibilitySupportEnabled : bool
Can boundary visibility be toggled in app
Signature
bool UOculusXRHMDRuntimeSettings::bBoundaryVisibilitySupportEnabled
bColocationSessionsEnabled : bool
Whether Colocation Sessions can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bColocationSessionsEnabled
bCompositeDepthMobile : bool
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)
Signature
bool UOculusXRHMDRuntimeSettings::bCompositeDepthMobile
bCompositesDepth : bool
Whether the app's depth buffer is shared with the Rift Compositor, for layer (including Dash) compositing, PTW, and potentially more.
Signature
bool UOculusXRHMDRuntimeSettings::bCompositesDepth
bDefaultBoundaryVisibilitySuppressed : bool
Should the guardian boundary visibility be suppressed by default
Signature
bool UOculusXRHMDRuntimeSettings::bDefaultBoundaryVisibilitySuppressed
bDeploySoToDevice : bool
On supported Oculus mobile platforms, copy compiled .so directly to device. Allows updating compiled code without rebuilding and installing an APK.
Signature
bool UOculusXRHMDRuntimeSettings::bDeploySoToDevice
bDynamicFoveatedRendering : bool
Whether foveated rendering levels will change dynamically based on performance headroom or not (up to the set foveated rendering level)
Signature
bool UOculusXRHMDRuntimeSettings::bDynamicFoveatedRendering
bDynamicResolution : bool
Maximum allowed pixel density.
Signature
bool UOculusXRHMDRuntimeSettings::bDynamicResolution
bEyeTrackingEnabled : bool
Whether eye tracking functionality can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bEyeTrackingEnabled
bFaceTrackingEnabled : bool
Whether face tracking functionality can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bFaceTrackingEnabled
bFaceTrackingVisemesEnabled : bool
Whether face tracking returns visemes
Signature
bool UOculusXRHMDRuntimeSettings::bFaceTrackingVisemesEnabled
bFocusAware : bool
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!)
Signature
bool UOculusXRHMDRuntimeSettings::bFocusAware
bHorizonOSVersionOverride : bool
This toggle enables you to define your own minimum and target Horizon OS versions for your app. Only turn this on if you know you need to specify the OS version due to API compatibility reasons.
Signature
bool UOculusXRHMDRuntimeSettings::bHorizonOSVersionOverride
bHQDistortion : bool
Computes mipmaps for the eye buffers every frame, for a higher quality distortion
Signature
bool UOculusXRHMDRuntimeSettings::bHQDistortion
bInsightPassthroughEnabled : bool
Whether passthrough functionality can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bInsightPassthroughEnabled
bIterativeCookOnTheFly : bool
Keep previously deployed device contents. Allows cook-on-the-fly to reuse assets from previous runs.
Signature
bool UOculusXRHMDRuntimeSettings::bIterativeCookOnTheFly
bLateLatching : bool
[Experimental]Enable Late latching for reducing HMD and controller latency, improve tracking prediction quality, multiview and vulkan must be enabled for this feature.
Signature
bool UOculusXRHMDRuntimeSettings::bLateLatching
bNotifyWhenNewVersionIsAvailable : bool
Whether to spawn notification if new version is available
Signature
bool UOculusXRHMDRuntimeSettings::bNotifyWhenNewVersionIsAvailable
BodyTrackingFidelity : EOculusXRHMDBodyTrackingFidelity
Select a Body Tracking Fidelity
Signature
EOculusXRHMDBodyTrackingFidelity UOculusXRHMDRuntimeSettings::BodyTrackingFidelity
BodyTrackingJointSet : EOculusXRHMDBodyJointSet
Select a Body Tracking joint set
Signature
EOculusXRHMDBodyJointSet UOculusXRHMDRuntimeSettings::BodyTrackingJointSet
bOverrideXRSimulatorVersion : bool
Override version
Signature
bool UOculusXRHMDRuntimeSettings::bOverrideXRSimulatorVersion
bPassthroughCameraAccessEnabled : bool
Whether PassthroughCameraAccess can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bPassthroughCameraAccessEnabled
bRequiresSystemKeyboard : bool
If enabled the app will use the Oculus system keyboard for input fields. This requires that the app be focus aware.
Signature
bool UOculusXRHMDRuntimeSettings::bRequiresSystemKeyboard
bSceneSupportEnabled : bool
Whether Scene can be used with the app
Signature
bool UOculusXRHMDRuntimeSettings::bSceneSupportEnabled
bSetActivePIEToPrimary : bool
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.
Signature
bool UOculusXRHMDRuntimeSettings::bSetActivePIEToPrimary
bSetCVarPIEToPrimary : bool
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.
Signature
bool UOculusXRHMDRuntimeSettings::bSetCVarPIEToPrimary
bSupportExperimentalFeatures : bool
Whether experimental features listed below can be used with the app.
Signature
bool UOculusXRHMDRuntimeSettings::bSupportExperimentalFeatures
bSupportEyeTrackedFoveatedRendering : bool
Whether eye tracked foveated rendering can be used with the app.
Signature
bool UOculusXRHMDRuntimeSettings::bSupportEyeTrackedFoveatedRendering
bSupportsDash : bool
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!)
Signature
bool UOculusXRHMDRuntimeSettings::bSupportsDash
bThumbstickDpadEmulationEnabled : bool
Whether the app uses emulated thumbstick dpad inputs (ex: thumbstick up) when using Epic's Native OpenXR.
Signature
bool UOculusXRHMDRuntimeSettings::bThumbstickDpadEmulationEnabled
bTileTurnOffEnabled : bool
Whether Tile Turn Off is enabled in app
Signature
bool UOculusXRHMDRuntimeSettings::bTileTurnOffEnabled
bUpdateHeadPoseForInactivePlayer : bool
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.
Signature
bool UOculusXRHMDRuntimeSettings::bUpdateHeadPoseForInactivePlayer
bUseScenelessWorldLocking : bool
When "Sceneless World Locking" is enabled the world locking feature is enabled even when there is no scene loaded. The underlying mechanism spawns a spatial anchor to world lock against. It is recommended to keep this disabled if working on non MR-apps.
Signature
bool UOculusXRHMDRuntimeSettings::bUseScenelessWorldLocking
ColorSpace : EOculusXRColorSpace
The target color space
Signature
EOculusXRColorSpace UOculusXRHMDRuntimeSettings::ColorSpace
ControllerPoseAlignment : EOculusXRControllerPoseAlignment
Whether the controller hand poses align to the Meta XR pose definitions or the OpenXR pose definitions
Signature
EOculusXRControllerPoseAlignment UOculusXRHMDRuntimeSettings::ControllerPoseAlignment
CPULevel_DEPRECATED : int
Default CPU level controlling CPU frequency on the mobile device
Signature
int UOculusXRHMDRuntimeSettings::CPULevel_DEPRECATED
EnableWorldLock : bool
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.
Signature
bool UOculusXRHMDRuntimeSettings::EnableWorldLock
FaceTrackingDataSource : TSet< EFaceTrackingDataSourceConfig >
Select preffered Face Tracking data sources
Signature
TSet<EFaceTrackingDataSourceConfig> UOculusXRHMDRuntimeSettings::FaceTrackingDataSource
FoveatedRenderingLevel : EOculusXRFoveatedRenderingLevel
Foveated rendering level (maximum level for dynamic foveated rendering) A higher foveated rendering level improves GPU performance at the cost of a blurrier periphery
Signature
EOculusXRFoveatedRenderingLevel UOculusXRHMDRuntimeSettings::FoveatedRenderingLevel
FoveatedRenderingMethod : EOculusXRFoveatedRenderingMethod
Foveated rendering method
Signature
EOculusXRFoveatedRenderingMethod UOculusXRHMDRuntimeSettings::FoveatedRenderingMethod
GPULevel_DEPRECATED : int
Default GPU level controlling GPU frequency on the mobile device
Signature
int UOculusXRHMDRuntimeSettings::GPULevel_DEPRECATED
HandTrackingFrequency : EOculusXRHandTrackingFrequency
Note that a higher tracking frequency will reserve some performance headroom from the application's budget.
Signature
EOculusXRHandTrackingFrequency UOculusXRHMDRuntimeSettings::HandTrackingFrequency
HandTrackingSupport : EOculusXRHandTrackingSupport
Whether controllers and/or hands can be used with the app
Signature
EOculusXRHandTrackingSupport UOculusXRHMDRuntimeSettings::HandTrackingSupport
HandTrackingVersion : EOculusXRHandTrackingVersion
The version of hand tracking algorithm
Signature
EOculusXRHandTrackingVersion UOculusXRHMDRuntimeSettings::HandTrackingVersion
MinOSVersion : FOculusXROSVersion
The minimum required Horizon OS version. Modifying this setting requires that Horizon OS SDK Enabled is checked.
Signature
FOculusXROSVersion UOculusXRHMDRuntimeSettings::MinOSVersion
MPPoseRestoreType : EOculusXRMPPoseRestoreType
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
Signature
EOculusXRMPPoseRestoreType UOculusXRHMDRuntimeSettings::MPPoseRestoreType
OculusXRSimulatorPreferredVersion : FString
Preferred version for XR Simulator
Signature
FString UOculusXRHMDRuntimeSettings::OculusXRSimulatorPreferredVersion
PixelDensityMax : float
Maximum allowed pixel density.
Signature
float UOculusXRHMDRuntimeSettings::PixelDensityMax
PixelDensityMin : float
Minimum allowed pixel density.
Signature
float UOculusXRHMDRuntimeSettings::PixelDensityMin
ProcessorFavor : EProcessorFavor
If selected, will increase the frequency of one processor at the expense of decreasing the frequency of the other on supported devices.
Signature
EProcessorFavor UOculusXRHMDRuntimeSettings::ProcessorFavor
SkippedVersions : TArray< FString >
Skip following Simulator versions
Signature
TArray<FString> UOculusXRHMDRuntimeSettings::SkippedVersions
SplashDescs : TArray< FOculusXRSplashDesc >
An array of splash screen descriptors listing textures to show and their positions.
Signature
TArray<FOculusXRSplashDesc> UOculusXRHMDRuntimeSettings::SplashDescs
SuggestedCpuPerfLevel : EOculusXRProcessorPerformanceLevel
Suggested CPU perf level when application starts on Oculus Quest
Signature
EOculusXRProcessorPerformanceLevel UOculusXRHMDRuntimeSettings::SuggestedCpuPerfLevel
SuggestedGpuPerfLevel : EOculusXRProcessorPerformanceLevel
Suggested GPU perf level when application starts on Oculus Quest
Signature
EOculusXRProcessorPerformanceLevel UOculusXRHMDRuntimeSettings::SuggestedGpuPerfLevel
SupportedDevices : TArray< EOculusXRSupportedDevices >
Select supported Meta Quest Devices
Signature
TArray<EOculusXRSupportedDevices> UOculusXRHMDRuntimeSettings::SupportedDevices
SystemSplashBackground : ESystemSplashBackgroundType
Configure System Splash Screen background type. To configure Splash Image go to Project Settings > Platforms > Android > Launch Image.
Signature
ESystemSplashBackgroundType UOculusXRHMDRuntimeSettings::SystemSplashBackground
TargetOSVersion : FOculusXROSVersion
The target Horizon OS version. Modifying this setting requires that Horizon OS SDK Enabled is checked.
Signature
FOculusXROSVersion UOculusXRHMDRuntimeSettings::TargetOSVersion
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.
Signature
EOculusXRXrApi UOculusXRHMDRuntimeSettings::XrApi
XRSimNotificationShownDate : FString
XR Simulator notification shown date
Signature
FString UOculusXRHMDRuntimeSettings::XRSimNotificationShownDate