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Unreal Engine 5 Integration (Github)

Updated: Dec 10, 2025|
Version
83.0.0
The latest Oculus Integration SDK for Unreal Engine 5 for developers bundled with OVRPlugin, Audio SDK, and Platform SDK.

Version 83.0.0 Release Notes

UE Version


Forked from UE 5.6.1

Installation


To access the UE5 branch from the Oculus GitHub repository:



  • Log into your GitHub account.
  • What's New

  • Updated to UE 5.6.1
  • Introducing the High-Fidelity Room API allows developers to access a representation of the room that extends the existing single floor, ceiling and walls data structure. It provides a more detailed version of the room layout that allows features such as multiple floors, columns, and slanted ceilings to be queried by the developer.
  • Added PCA (Passthrough Camera Access). This allows accessing the passthrough camera image as a UTexture for drawing or ML workloads. See the Passthrough Camera Access Sample in the MRUK samples.
  • Added Environment Raycast API. Environment raycasting allows to perform raycasts against the real world via the depth map of the device. This means no scene setup is required.
  • Deprecated FloorAnchor/CeilingAnchor in favor of FloorAnchors/CeilingAnchors lists to support multiple floors/ceilings
  • Deprecated GetRoomOutline() (returns empty list when multiple floors exist)
  • Migrating projects to UE5


    In addition to Epic's Unreal migration steps you must also:



  • Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
  • Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [/Script/OculusHMD.OculusHMDRuntimeSettings].
  • Specify your splash screen in Project Settings > Platforms > Android >Launch Images > Launch Landscape.
  • Migrating from OculusVR to Meta XR




  • Go to Edit > Plugins, disable the OculusVR plugin if enabled, and then enable the Meta XR plugin.
  • Set up the plugin settings in Project Settings > Meta XR. If you need to refer to previous OculusVR settings, look in DefaultEngine.ini under [‘/Script/OculusHMD.OculusHMDRuntimeSettings’].

  • Blueprint only projects are automatically converted to use the equivalent types and functions provided by the Meta XR Plugin when you switch over from the OculusVR plugin.

    C++ projects that contain native code can be migrated by manually renaming objects and enumerations.

    To migrate a C++ project:




  • Modify your project's build.cs and replace any Oculus modules with OculusXR versions.
  • Build your project.
  • Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.