Explain what is needed to use the Haptics SDK for Unreal.
Remember the steps to set up the Haptics SDK for Unreal and lay out the content of the asset.
Perform the steps to enable the Haptics SDK in a project.
Prerequisites
To use the Haptics SDK, please make sure you have the following:
Firmware: The SDK works on Quest 2, Quest Pro, Quest 3, Quest 3S and other PCVR headsets. The Meta Quest headsets need to run firmware version v47 or newer.
Controllers: The headset can be paired with Touch, Touch Pro, Touch Plus and other controllers.
UE (Unreal Engine): The current version of the Haptics SDK is supported in UE 5.4. You can install this from the Meta Haptics for Unreal SDK downloads page. If you’re using another UE 5.x version or UE 4.27, you can download the applicable version of the SDK from the same downloads page by changing the requested version. If you need to reinstall Unreal Engine, you’ll also need to install the Meta XR plugin for UE 5.x versions and the Oculus VR plugin for version UE 4.27. We recommend that you do this using the Oculus-VR fork of Unreal Engine on GitHub.
Note: You need a verified Meta Developer account, as well as Epic Games and GitHub accounts that are linked in order to access the Oculus-VR fork on GitHub. For more information, see Prerequisites for installing Unreal Engine.
Meta XR or OpenXR Plugin: The SDK requires the Meta XR plugin for only Quest devices or OpenXR Plugin for both non-Quest and Quest devices
Runtime: On PC, high-fidelity haptics are supported with Meta’s OpenXR runtime using Link. With other runtimes, such as SteamVR, the SDK will use lower fidelity haptics with a fixed vibration frequency.
You can either install the SDK into your specific project or install it globally into UE.
If you don’t have a working Unreal Engine setup, go to the section set up support, Unreal Engine setup.
Installing the SDK into project
With your project closed, extract the .zip file contents to ProjectFolder\Plugins\
Create a new Plugins\ folder if it does not exist yet.
Installing the SDK into the engine
Extract the .zip file contents to <UE5InstallationFolder>\Engine\Plugins\Marketplace\, for example: C:\Program Files\Epic Games\UE_5.x\Engine\Plugins\Marketplace\.
Haptic samples
Alternatively, you can use the Haptic Sample Packs, which are a small collection of haptic clips designed by Meta to get you started, they are included in the HapticSamples folder. You can find the same haptic samples as preinstalled packs in Meta Haptics Studio.
Project setup
Enable the haptics plugin
First you need to install and enable either the Meta XR Plugin or the OpenXR plugin. See the set up support section for instructions on this.
Once you have installed the Meta XR Haptics SDK plugin, you need to enable it in your project.
Go to Edit > Plugins and search for “Meta XR Haptics SDK”, then click the checkbox to enable it.
Restart the editor for the changes to take effect.
To see the plugin’s content in the Content Drawer, first enable the Show Plugin Content checkbox. If you installed the plugin into the engine, this checkbox is called Show Engine Content instead.
Test the setup
Open the ExampleMap under: Plugins/MetaXRHapticsSDKContent/Example/Maps/ExampleMap.
Enable Link mode on your headset. Make sure the headset is not sleeping and then select VR Preview. You should be able to see the scene and play the haptics clips.
Make sure you download the version corresponding to your UE version, newer versions will not work with older engines.
Follow the instructions to install it on your engine.
The Haptics SDK for Unreal supports both the “Oculus OVRPlugin + OpenXR backend” and the “Epic Native OpenXR with Oculus vendor extensions” XR API while using the Meta XR Plugin. To set it up, go to Edit > Project Settings > Plugins > Meta XR and then select your preferred configuration as the XR API, as shown in the image below:
In the same window, click on Launch Meta XR Tools performance window.
Switch the platform in the top right to Mobile.
Accept all the suggested fixes and changes under General Settings (you can ignore the lights).
Restart the editor. The first time these settings are applied, all shaders will need to be recompiled. This can take a few minutes.
OpenXR Plugin
This configuration does not utilize the Meta XR plugin. High-fidelity haptics will activate when using a Quest device. Non-Quest devices will still trigger simple haptics.
To adopt this configuration, enable the OpenXR plugin and restart your project, as shown in the image below:
Android
If you want to build an application that runs on the headset, set up the Android NDK and SDK as described in Setting Up Android SDK and NDK.
Go to Edit > Project Settings > Platforms > Android.
Click on the Configure Now button with a red background in the APK Packaging section
The button should turn green.
Oculus app
Install and set up the Oculus App with the following steps:
Download the Oculus App from the Meta Quest setup page, using the Download Software link.
Install the Oculus App and set up an account.
Navigate to Settings > General.
Enable Unknown Sources.
Click the Set Oculus as active button to choose Oculus as your active OpenXR runtime.