The site has a new content architecture. We've added the ability to select your development device to show device-specific content. Please read our blog post Oculus Developer Center Update: Device-centric Documentation Architecture for more information.
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.
This guide covers everything you need to know to get started developing Unreal applications for Oculus Rift.
Setup the headset, as described in Get Started with Rift.
There are a number of ways that you can obtain the Oculus Unreal distributions:
To access these GitHub repositories, you must be subscribed to the private EpicGames/UnrealEngine repository (see UE4 of GitHub for details). If you are not subscribed and logged into your GitHub account, you will receive a 404 error. An Unreal license is not required.
All versions of the Oculus Unreal SDK require Windows 7 or later.
In order to play an in-development application, you will need to enable the Oculus system to run applications from unknown sources by using the Oculus app settings, available through the gear icon in the upper-right. Select Settings, then select the General tab, and turn on Unknown Sources to allow this.
The first time you run an application that you have not downloaded from the Oculus Store, you will need to launch it directly. Once you have run an application from an unknown source at least once, it will then appear in the Library section of Home and the Oculus app, and may be launched normally, as long as Unknown Sources is enabled.
It is recommended that all Unreal apps implement the Entitlement Check to verify that the user’s app is legitimate. For information about how to implement the Entitlement Check, please see the Unreal Development Getting Started in the Platform SDK guide.
Also see the Oculus Distribute document.