Legacy: UE 4.27 Samples
Updated: Feb 16, 2026
Legacy guidance: Meta ended support of Unreal Engine 4.27 in
Meta XR SDK v62, and no further updates will be made. See
Samples for current UE5 samples. The information on this page is preserved for teams maintaining existing UE4 projects.
The following samples are for Unreal Engine 4.27 only.
This sample shows you how to create a Blueprint that accesses the Meta Guardian System, position, scale, and rotate objects with respect to the Play Area, and determine when the headset or controllers cross the Guardian boundary.
Hardware compatibility: This sample requires a 6DOF (six degrees of freedom) headset such as Meta Quest.
Location: \Samples\Oculus\BoundarySample inside your Meta-integrated Unreal Engine installation path.
Cloud Saves and Downloadable Content (DLC)
This sample shows you how to use the
add-ons feature to provide DLC and in-app purchases, and the
cloud storage feature to save data to the cloud.
Location: \Samples\Oculus\CloudSaveDLC inside your Meta-integrated Unreal Engine installation path. See the sample’s readme file for setup instructions.
To see how these features are implemented, open DLCWidget.cpp and CloudSaveWidget.cpp in \Samples\Oculus\CloudSaveDLC\Source\CloudSaveDLC\Private\.
This sample shows you how to use Touch controller tracking, thumbstick control, and
haptics via the
PlayHapticEffect() and
PlayHapticSoundWave() functions.
Location: \Samples\Oculus\TouchSample inside your Oculus-VR fork Unreal Engine installation path.
What to expect when running: Two spheres track with the Touch Controllers. Use the right controller thumbstick to control the position of the light gray box. Touch capacitance sensors detect whether the right thumb is in a touch or near-touch position, which controls the height of the box. Press and hold the left Touch grip button to play a haptics clip. Press and hold the left Touch X button to create a haptic effect by setting the haptic value directly.
The Touch sample level blueprint contains the Haptics and Thumbstick control blueprint. NewGameMode and VRCharacter initialize the scene, display it at the appropriate height, and so on.