Blueprints

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:

  • Set CPU And GPU Levels - passes floats to Gear VR Function Library

Several Blueprints useful for mobile VR development are available in Epic's Optional Mobile Features Blueprint Library, such as:

  • Are Headphones Plugged In
  • Get Battery Level
  • Get Battery Temperature
  • Get Volume State

Input

The Input Blueprint provides a control interface for Touch, Oculus remote, and the Gear VR Controller.

  • Gamepad events
    • return Oculus Remote button events (bool)
    • return Oculus Touch button events (bool)
  • Gamepad Values - return Oculus Touch values (floats)
  • Oculus Library - provides a number of Blueprints for querying and controlling splash screen, HMD pose, loading icon, user profile, raw sensor data, position scale, and more.

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.

Oculus Touch Haptics

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

  • Play Haptic Effect
  • Stop Haptic Effect
  • Set Haptics by Value
  • Play Haptic Soundwave

Platform

To uae the Platform Blueprints, please review the information in the Unreal Development Getting Started guide.