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.
The Oculus Integration for Unreal Engine enables you to easily configure your app for things like overlay and focus-aware support, color gamut setting, pixel density for Rift apps, FFR settings for Quest and Go apps and more. This topic describes the settings and links to topics that contain more information.
The OculusVR plugins page in the project settings enables you configure some aspects of engine behavior for your Oculus project, and in some cases have those settings written to the
DefaultEngine.ini configuration file for the project. The
DefaultEngine.ini file can be found under the
Config folder for your project. To learn more about configuration files for Unreal Engine see Configuration Files in the Unreal Engine documentation
In other cases, like when you change the focus aware setting for Oculus Quest, entries are added to the app’s manifest when you package the project.
Once you have created a project and enabled the Oculus VR Plugin, you can access the plugin-specific settings. To do this:
Go to Plugins and select OculusVR The Plugins - OculusVR page displays.
This page enables you to make the following settings:
The following image shows an example of this page:
The General Oculus project settings enables you to Launch the Oculus Performance Window, Oculus Platform Window and Enable Oculus Build Telemetry.
The Oculus Performance Window makes it easy to configure performance-specific properties of your UE project. For more about these settings, see Oculus Performance Window.
The Oculus Platform Window provides an integrated way for you to upload your Unreal Engine apps for Oculus devices to the Oculus Store. For more information about this page, see Oculus Platform Tool.
Enable Oculus Build Telemetry is checked by default. Checked (true means this telemetry is generated, false to turn off telemetry. Uncheck this option if you don’t want telemetry.
The splash screens option provides the Auto Enabled checkbox, which enables/disables splash screen auto-loading. This option is on by default. In addition this section enables you to easily add an array of components that make up the splash screen to display when levels are loading in your app. You can also configure options like the texture path, transforms, scale and offset for the splash screen components. The Oculus Store requires For more information about how to configure these, see Splash Screens.
The general section enables you to specify the color space based on the device your app targets, because the color space on each device type is slightly different. You can set the color space in which you have mastered your app so the appropriate colors are shown when the app runs. We recommend that you master your applications for the Oculus Rift CV1 color space for Rift CV1 and Rift S, and Rec.2020 color space for Oculus Quest and Go to maintain compatibility with VR apps on the Oculus Store. For more information on how to set the color space, see Color Space and Color Scaling. For detailed design guidance about color space, see the Color and Brightness Mastering Guide.
Color Space - Sets the target color space for the app. Choose between:
SetClientColorDescis called. Valid on PC, mapped to Quest on Quest and Go.
The PC section contains settings specific to apps for Oculus Rift. This section contains the following:
The Mobile section contains settings that affect apps for Oculus Quest and Oculus Go. This section contains the following:
<activity>node, when you package it for Android:
<meta-data android:name="com.oculus.vr.focusaware" android:value="true"/>. For more information, see Oculus Dash, Overlays and Input Focus.