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.
Oculus provides integrated support for Unreal Engine with the Oculus VR Plugin. The integration makes it easy to develop VR applications that target the Oculus Go, Oculus Quest, and Oculus Rift headsets.
This section is your main guide for targeting these headsets with Unreal Engine, although cross references are provided for the Oculus Mobile SDK and PC SDK developer guides. In addition you will find links to the Unreal Engine documentation provided by Epic Games.
To make it easier to get started with Oculus development for Unreal Engine, the Oculus integration provides several Unreal Blueprints, which is a visual programming system. Here is a portion of a Blueprint script which includes Oculus-specific functions:
If you are not already familiar with Unreal Blueprints, Epic Games provides several videos and tutorials to help you get started. You should have a basic working knowledge of Blueprints programming before proceeding with this developer guide.
As an added incentive to develop VR apps with Unreal Engine, Oculus pays the royalties for any VR app developed using the Unreal Engine and sold through the Oculus Store, up to $5,000,000 USD in application revenue. In order to participate in this program you must opt in through your Oculus Developer Dashboard. Read more on the UE4 Royalty Payment Program page.
The following sections are provided in this Oculus guide for Unreal Engine development.
To handle input events generated by Oculus Touch and Go controllers and through hand tracking, see:
To enhance rendering quality and optimize the frame rendering rate, see:
To provide the best possible user experience, see:
The Oculus Platform supports features related to security, community, revenue, and engagement such as entitlement checking, matchmaking, destinations and rich presence, in-app purchase, VoIP, and cloud saves.
Audio is critical for creating a persuasive VR experience and can contribute strongly to the user’s sense of immersion. The Audio guide provides an introduction to tools to create an immersive audio experience with Unreal Engine apps. This includes Oculus spatialization plugins (OSPs) for Unreal Engine and other audio editing tools commonly used with Unreal, including Audiokinetic Wwise and FMOD Studio. In addition, provides details on Oculus Lipsync and other audio resources.
The Oculus Avatar SDK assists developers with implementing first-person hand presence for Oculus devices and Touch controllers. It includes avatar hand and body assets that are viewable by other users in social applications. The first-person hand models and third-person hand and body models supported by the Avatar SDK automatically pull the avatar configuration choices the user has made in Oculus Home to provide a consistent sense of identity across applications.
For a complete reference guide to all Oculus Unreal functions, see:
Learn more about the Oculus samples for Unreal Engine and see how to implement features.