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All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
We're no longer accepting submission of 32-bit Oculus Quest apps. Any new or updated Oculus Quest application needs to be 64-bit. Please contact Oculus if you are unable to comply with this policy. Oculus Go and Gear VR apps will not be affected by this change.
This guide covers everything you need to know to get started developing Unreal applications for the Oculus Quest.
There are a number of ways that you can obtain the Oculus Unreal distributions:
To access these GitHub repositories, you must be subscribed to the private EpicGames/UnrealEngine repository (see UE4 of GitHub for details). If you are not subscribed and logged into your GitHub account, you will receive a 404 error. An Unreal license is not required.
Your screen should look like this:
Press the Create Project button to create the project and load a blank project.
Select Edit > Plugins, choose the Virtual Reality section, and make sure that the OculusVR Plugin is enabled.
In order to be able to run any Unreal Engine project when it is deployed to a device, including the Oculus Quest, you must save at least one UE4 Level. To keep the current Level, press the Save icon in the toolbar to save it. Give it a name, such as QSMap.
Select Edit > Project Settings. Then, under Project, select the Maps & Modes section:
Under Default Maps, set both the Editor Startup Map and the Game Default Map to the Level that you just saved:
Scroll down and select Engine > Input. Locate the Mobile section:
Set the Default Touch Interface to None:
The result should look like this:
Scroll down to the Platforms section, select Android. Then scroll down on the right-hand side to the APK Packaging section, and if necessary click Configure Now:
Click on the Android SDK section, and make sure that Android SDK tools that are needed to build your project point to the correct folder on your PC and set to the correct API levels.
Scroll to the Engine section, select Rendering, and make sure Mobile HDR is turned off:
This section describes how to launch your UE4 project so that it can be viewed in the Oculus Quest headset.
In the UE4 Editor, click beside the Launch icon to open Options for Launching on a Device:
All Unreal apps that ship on the Oculus Store are recommended to implement the Entitlement Check to verify that the user’s app is legitimate. For information about how to implement the Entitlement Check, please see the Unreal Development Getting Started in the Platform SDK guide.
When you are ready to distribute your application, an Android Distribution Keystore is required for submission to the Oculus Store.
Before building your final release package, create a new Android keystore as described in the section “Manually Sign an APK” in Android’s Sign your Applications guide. Once you have generated your distribution keystore, in the Unreal Editor, go to Edit > Project Settings > Platforms > Android, scroll down to Distribution Signing, and enter the required information.
See the Application Signing section of the Mobile SDK documentation for more information.
Note: It is important to review Distribute, which covers Oculus Store submission requirements and guidelines.