Oculus Quest Development

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.

Blueprints Reference

This section serves as a reference guide for the Blueprints in the Online Subsystem Oculus library.

To access these Blueprints, you must enable the Online Subsystem Oculus in Edit > Plugin > Online Platform.

User and Account Blueprints

Splash Screen Blueprints

Position and Orientation Blueprints

Guardian Blueprints

  • Get Guardian Dimensions
    Returns the dimensions of the Outer Boundary or the Play Area, expressed in UE4 units.
  • Get Guardian Points
    Returns the points, in UE4 world space, that define the Outer Boundary or the Play Area.
  • Get Node Guardian Intersection
    Returns the intersection result between a tracked device (HMD or Controller) and the Guardian boundary.
  • Get Play Area Transform
    Returns the transform of the Play Area rectangle, defining it’s position, rotation, and scale to apply a unit cube to match it with the Play Area.
  • Get Point Guardian Intersection
    Returns the intersection result between the Oculus Guardian boundary and a specified UE4 coordinate.
  • Is Guardian Displayed
    Returns a boolean result that indicates whether or not the Outer Boundary Guardian is being displayed.
  • Set Guardian Visibility
    Specifies whether or not the runtime should render the Guardian.

Dash Blueprints

Mixed Reality Blueprints

  • Get Oculus MR Settings
    Returns a reference to an Oculus MR Settings object, which has properties that correspond to each of the Mixed Reality capture settings.
  • Load from Ini
    Loads the Mixed Reality Capture settings from Engine.ini to an internal Oculus MR Settings object.
  • Save to Ini
    Saves the Mixed Reality Capture settings from an an in-memory Oculus MR Settings object to the Engine.ini file.
  • Get Tracking Reference Component and Set Tracking Reference Component
    Enables your application to add an object which the camera will follow, if you don’t want the camera to follow the first PlayerController (which is the default, and is the approach used by most applications).

Performance Optimization Blueprints