Blueprints Reference
We're no longer accepting submission of 32-bit Oculus Quest apps. Any new or updated Oculus Quest application needs to be 64-bit. Please contact Oculus if you are unable to comply with this policy. Oculus Go and Gear VR apps will not be affected by this change.
This section serves as a reference guide for the Blueprints in the Online Subsystem Oculus library.
To access these Blueprints, you must enable the Online Subsystem Oculus in Edit > Plugin > Online Platform.
User and Account Blueprints
Splash Screen Blueprints
Position and Orientation Blueprints
Guardian Blueprints
- Get Guardian Dimensions
Returns the dimensions of the Outer Boundary or the Play Area, expressed in UE4 units. - Get Guardian Points
Returns the points, in UE4 world space, that define the Outer Boundary or the Play Area. - Get Node Guardian Intersection
Returns the intersection result between a tracked device (HMD or Controller) and the Guardian boundary. - Get Play Area Transform
Returns the transform of the Play Area rectangle, defining it’s position, rotation, and scale to apply a unit cube to match it with the Play Area. - Get Point Guardian Intersection
Returns the intersection result between the Oculus Guardian boundary and a specified UE4 coordinate. - Is Guardian Displayed
Returns a boolean result that indicates whether or not the Outer Boundary Guardian is being displayed. - Set Guardian Visibility
Specifies whether or not the runtime should render the Guardian.
Dash Blueprints
Mixed Reality Blueprints
- Get Oculus MR Settings
Returns a reference to an Oculus MR Settings object, which has properties that correspond to each of the Mixed Reality capture settings. - Load from Ini
Loads the Mixed Reality Capture settings from Engine.ini to an internal Oculus MR Settings object. - Save to Ini
Saves the Mixed Reality Capture settings from an an in-memory Oculus MR Settings object to the Engine.ini file. - Get Tracking Reference Component and Set Tracking Reference Component
Enables your application to add an object which the camera will follow, if you don’t want the camera to follow the first PlayerController (which is the default, and is the approach used by most applications).
Performance Optimization Blueprints