Unreal Engine 4 Integration

| Published 2021-02-19

Unreal Engine 4 Integration - 25.0.0

These release notes describe changes to the Oculus Source Distribution for Unreal Engine available from the Oculus GitHub repository.

  • All versions of Unreal 4.10 and later include built-in support for Oculus Rift, including automatic stereoscopic rendering and tracking.

  • Oculus Quest support is included in version 4.22 or later.

  • Oculus Quest 2 support is included in version UE 4.25 or later, with version 20.1 of the Oculus integration (Oculus Source Distribution).

  • Oculus Go support is included in Unreal 4.19 and later, up to the v18 release of the Oculus integration. There is no Go support in Oculus distribution v19 and later.

For more information, see the Unreal Engine Developer Guide.

Oculus Source Distribution

The Oculus GitHub distribution of Unreal Engine source code includes the latest SDKs and provides the most recent features. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here).

Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.

What's New

  • First Oculus integration of Unreal Engine 4.26

  • The Avatar plugin has been removed. If you require avatars, use an earlier version of the Oculus integration.

  • Samples now include Handpose Showcase, providing examples for using the raw hand data provided by the Oculus Hands API. Includes blueprints and C++ code demonstrating "force grab" and "force throw" mechanics.

  • To launch apps with command line arguments, you can now add arguments to UE4CommandLine by way of the new debug.ue4.commandline system property.

    For example:

    adb shell setprop debug.ue4.commandline "-vulkandebug"

  • Vulkan shaders compile faster thanks to improved initialization.

  • The amount of MSAA subsampling can now be changed by way of the standard Unreal Engine settings. Previously, MSAA subsampling was hardcoded to 4x.

  • The Oculus Performance Window now checks if you have set a color space. Rift CV1 is still the default if the color gamut setting is unknown or not enabled.

  • To support Oculus Crash Analytics, the default settings of the Oculus Platform Tool automatically uploads debug symbol files when you upload a build to a release channel.

Bug Fixes

  • Fixed issues with VR preview where previewing on device with the mobile code path and shaders would render only the left eye or nothing at all.

  • Fixed several Vulkan Validation Layer errors.

Known Issues

  • We are investigating Vulkan GPU performance that is slower in some scenes as compared to OpenGL.

  • The translucency subpass model switched in UE 4.25 from a single-subpass mode to duel- which can lead to a significant performance impact. Unless draw calls use depth fetch, set the r.Mobile.DisableTransluency console variable to 1 to disable the extra subpass. DO NOT employ this workaround if draw calls using depth fetch are being submitted or it will cause the engine to segfault.


Additional Distributions

You can also obtain Unreal Engine as a binary from Unreal or from the GitHub repository for Epic Games. Note that these version of Unreal Engine contain older versions of the Oculus integration.

For more information on the differences between different Unreal options and how to access them, see the Version Compatibility Matrix in our Developer Guide.

Unreal Source Distribution

The standard Epic source distribution hosted on GitHub is typically about a month behind the Oculus branch in feature support. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here).

Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.

Unreal Engine Binary

For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher.