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Oculus Rift Best Practices

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The Oculus Rift is a Head Mounted Display (HMD) which allows the user to deeply immerse themselves into the worlds and games they are viewing or playing. The following guide will help to highlight some information that you need to know about when developing content for the Oculus Rift and Unreal Engine 4 (UE4).

Oculus Rift Sanity Check

Unreal Engine will automatically use an Oculus Rift if it is plugged in and the plug-in is enabled. If for some reason the Oculus is not working first check that the plug-In is enabled. You can find the Plugin under Head Mounted Displays that is under the Plug-in menu.

T_VR_Plug-In_On_00.png

Checking your work with the Oculus Rift

The Oculus Rift HMD will not work with any of the UE4 Editor viewports or the default Play In Editor(PIE) session. To view your project on the Rift you will need to use the VR Preview option. To access the VR Preview option you will need to do the following inside the UE4 Editor.

  1. On the main Toolbar in the Play section, click on the small white triangle that is next to the Play button.

    Rift_Preview_00.png

  2. From the dropdown menu, select the VR Preview option and then put your Rift on to view your project in VR.

    Rift_Preview_01.png

    Once you have changed the play mode to the VR Preview option your project will always launch in VR, even when using shortcuts like ALT + P.

Oculus Reference

Oculus has put a great deal of time and energy into researching how to give the user the best VR experience possible when using the Rift. If you have not done so already, it is highly recommend that you check out their website as there is a lot of useful information that will help you to develop and deliver the best VR user experience possible.