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.
You can also get source distributions from GitHub if you have the correct access.
Important: To access the Epic and Oculus GitHub repositories, you must be logged in to GitHub and subscribed to the private EpicGames/UnrealEngine repository (see UE4 on GitHub for details). Otherwise, you will receive a 404 error when you try to access the repository links. An Unreal license is not required. There are two choices:
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 Solutions section.
Configure different aspects of your Oculus app such as whether it supports hand tracking, what level of FFR it uses, and set the color space using the Plugin Settings. For more information, see Plugin Settings.
Also see the Oculus Distribute document.