Tutorial — OpenXR Headset Builds
Augmented Traveler local tutorial. Back to Unreal — Tutorials · then: Tutorial — Packaging Builds for Each Surface · surfaces: Quest — Process · Vive — Process · Android XR — Process · Apple Vision Pro — Process
How to set up the studio project so one figure runs on Quest 3, Vive and Android XR headsets through OpenXR, with notes on Vision Pro.
Draft. Several vendor plug-ins had not confirmed UE 5.8 support as of September 2026 (see the table). Validate on Quest 3 first and update this page.
1. Plug-ins and status (September 2026)
| Headset | Route | 5.8 status |
|---|---|---|
| Any OpenXR headset | Epic's built-in OpenXR plug-in | ✅ Ships with 5.8. Our baseline |
| Meta Quest 3 / 3S | Epic OpenXR + (optional) Meta XR plug-in, or Meta's engine fork | ⚠️ An open Meta bug reports the "5.8" Meta XR plug-ins were really built for 5.7. Start with Epic's OpenXR plug-in; add Meta XR only for features we need (passthrough, hand tracking) once fixed |
| Android XR (Samsung Galaxy XR and others) | Google's Android XR OpenXR plug-in + extensions (Developer Preview) | ⚠️ Google's May 2026 guidance targets UE 5.6.1; 5.8 is unconfirmed |
| Vive Focus Vision (standalone) | Epic OpenXR; the VIVE OpenXR plug-in lists UE 5.2–5.4 only | ⚠️ Use core OpenXR; test |
| PC-VR (tethered) | Epic OpenXR through the headset's PC runtime | ✅ |
| Apple Vision Pro | UE visionOS target: fully immersive only, no passthrough; built on a Mac with Xcode | ⚠️ Experimental; confirm 5.8 support on the Mac seat |
2. Project settings for standalone headsets
Put these in Platforms/ config overrides so the kiosk build isn't affected:
| Setting | Value |
|---|---|
| Rendering → Forward Shading | On (mobile headsets) |
| Anti-aliasing | MSAA (4×) |
| Instanced Stereo | On |
| Mobile Multi-View | On |
| Mobile HDR | Off (for mobile VR) |
| Start in VR | On |
vr.PixelDensity | 1.0 (tune per device) |
| Lighting | Baked or simplified; no Lumen on standalone |
| Character | MetaHuman Optimized assembly, strands off beyond LOD0 or cards; skinned-only clothing to start (Tutorial — Period Layers, Hoops and Skirts) |
| Frame rate target | 72–90 fps; profile often |
3. The XR pawn
- Make
BP_AT_XRPawn: a camera at the head, Motion Controller components for the hands, and hand tracking later. - Put the figure at a comfortable distance (1.5–2 m). Use real scale (the figure's actual height) and a floor at the real floor height.
- Comfort rules:
- no forced camera motion;
- teleport or no locomotion;
- seated mode for accessibility;
- captions attached near the figure, not to the face.
- Input: a push-to-talk button (controller trigger or a pinch gesture) for questions (Tutorial — Authoring a Q&A Experience with Ambient Idle).
- Stereo layers for captions and UI: 5.8 lets OpenXR stereo layers draw behind the scene, which helps caption readability.
4. Run and test
- Enable developer mode on the headset. Connect by USB.
- In the editor: Platforms → Android → (device) → Launch for a quick test, or package properly (Tutorial — Packaging Builds for Each Surface).
- On-device checks:
stat fpsandstat unit;- the figure's LOD in use;
- cloth off or on;
- audio latency in Q&A.
5. Check before a headset build ships
Sources
- Epic, XR best practices: https://dev.epicgames.com/documentation/en-us/unreal-engine/xr-best-practices-in-unreal-engine
- Epic, Developing for head-mounted experiences with OpenXR: https://dev.epicgames.com/documentation/en-us/unreal-engine/developing-for-head-mounted-experiences-with-openxr-in-unreal-engine
- Epic, OpenXR prerequisites: https://dev.epicgames.com/documentation/en-us/unreal-engine/openxr-prerequisites-in-unreal-engine
- Epic, Supported XR devices: https://dev.epicgames.com/documentation/unreal-engine/supported-xr-devices-in-unreal-engine
- Meta, Unreal compatibility matrix: https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/
- Meta, bug report on 5.8 Meta XR plug-ins: https://developers.meta.com/horizon/feedback/vr/investigations/1053459897316880/
- Google, Android XR for Unreal: https://developer.android.com/develop/xr/unreal
- Google, Android XR updates for Unity, Unreal, Godot (May 2026): https://android-developers.googleblog.com/2026/05/android-xr-updates-unity-unreal-godot.html
- VIVE OpenXR for Unreal download page: https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/
- VIVE OpenXR MetaHuman sample: https://github.com/ViveSoftware/ViveOpenXR_MetaHuman_Unreal
- Brown University VR wiki, UE5 for visionOS: https://www.vrwiki.cs.brown.edu/hardware/vr-hardware/apple-vision-pro/development-approaches-for-visionos/ue5-for-visionos
- Full list: Sources — 2026-09-19