Oculus Blueprints are available for developer use.
To access these Blueprints, you must enable the Online Subsystem Oculus in Edit > Plugin > Online Platform.
The Blueprint class Oculus Library provides Blueprints for querying and controlling loading screens, HMD pose, user profile, raw sensor data, position scale, and more.
Blueprints available for mobile development include:
Several Blueprints useful for mobile VR development are available in Epic's Optional Mobile Features Blueprint Library, such as:
The Input Blueprint provides a control interface for Touch, Oculus remote, and the Gear VR Controller.
Gear VR Controller clickpad events are reported in the Input Blueprint as thumbstick events. A clickpad click is reported as a press followed by a release. You may query the x- and y-axis of the thumbstick to determine the location of clickpad presses. The Gear VR Controller Back button may be queried with Motion Controller Face Button 1.
The Is Device Tracked? Blueprint may be used to infer the handedness of a Gear VR Controller. If a connected input device returns true for Right Controller and false for Left Controller, it is a right-handed controller.
The following Blueprints are not Oculus-specific, but may be used to control haptics for the Xbox or Oculus Touch controllers. For detailed information, see Haptics for Rift Controllers
To uae the Platform Blueprints, please review the information in the Unreal Development Getting Started guide.
Mobile devices are typically constrained by the processing power of the device and its ability to dissipate heat.
To set your clock level in Unreal apps, use the SetCPUAndGPULevels blueprint.
On Oculus Go, we've made the management of CPU and GPU level much simpler by making it almost entirely automatic. This feature is called Dynamic Throttling. Oculus Go applications are compatible with Gear VR, and the basic power management API remains the same. The developer can set CPU and GPU levels between 0 and 3 on Gear VR, and between 0 and 4 on Oculus Go. On Go, these levels are treated as a baseline, and the system can choose to dynamically clock the CPU and GPU up as necessary to maintain performance. The goal of this system is to retain advantages of Gear VR's Fixed Clock Policy while trying to mitigate its drawbacks.
For more information on power management see: Managing Power Consumption