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 document reviews useful Unreal Engine console commands and console variables available for Oculus development.
Typically you open the console by pressing the ~ (tilde) key, however opening the console window in Unreal varies by operating system and configuration, and you should consult the Unreal Engine documentation.
For a list of all commands you can type
dumpconsolecommands in the console.
Following are some commands for general VR development.
|Prints the version info for the current device|
|Enables or disable the HMD|
|Enable or disable Stereo mode|
|Change world units to meters scale|
|Enable or disables hidden-area mask|
|Set screen mode|
|Set tracking origin to floor or eye|
|Reset the position and orientation and apply yaw in degrees|
|Reset position only|
|Reset orientation only and apply yaw in degrees|
|Shows current head tracking status|
Following are some commands specific to Oculus VR development.
|Launch the Oculus Perfomance Window|
|Intitiate a CPU stress test|
|Intitiate a GPU stress test|
|Reset the stress tester and stop all currently running stress tests.|
Following are some Oculus mixed-reality commands. Note that Chroma key settings allow for fine-tuned control of how the video and application streams are composited. Use these settings to set the reference color of the green screen and control various thresholds at which video pixels are included or excluded from the final frame.
|Set the chroma key color R value|
|Set the chroma key color G value|
|Set the chroma key color B value|
|Set the Chroma Key Similarity - Increase this value if the green screen is partially visible, and reduce this value if the person in the scene partially disappears.|
|Set the Chroma Key Smooth Range. Increase this value to make the person image more smooth, and decrease it to sharpen.|
|Set the Chroma Key Spill Range. Increase this value to reduce green edges around the person’s image. Decrease it if the image looks overly desaturated.|
|Set the composition to post-process meaning the casting window includes the background and foreground view.|
|Override the parameters with the specified values.|
A sample map with mixed reality capture enabled is available in the private Oculus Unreal GitHub repository under
Once you package the sample scene, you may launch it with the parameters listed in the following table. You may set your application to launch with mixed reality capture enabled in Blueprints for debugging purposes only. The Blueprint setting
bCastingAutoStart is automatically disabled when you build your package.
|Launch in direct composition mode with MirrorWindow projection. In this case the Oculus MR Output window would get minimized automatically|
|Launch in launch in MultiView mode|
|Auto open the Oculus MR Output window in the DirectComposition mode|