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 |
XrApi
: EOculusXRXrApi |
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 |