π₯½ Meta XR Plugin β Unreal Engine Integration Guide¶
This document explains how to install and configure the Meta XR Plugin for Unreal Engine 5.
It also compares the plugin to the default OpenXR Plugin, and provides full setup steps for both Windows and macOS.
Overview¶
Meta XR Plugin is Meta's official integration for Unreal Engine.
Unlike the generic OpenXR plugin, Meta XR provides:
- Full optimization for Quest devices (Quest 1, 2, 3, Pro)
- Native hand tracking
- Passthrough & Mixed Reality support
- Scene Understanding (Scene Mesh)
- Spatial Anchors
- Better standalone VR performance
- Meta-specific rendering & tracking improvements
If you are building VR for Meta Quest standalone,
Meta XR Plugin is strongly recommended over OpenXR.
Why Meta XR Plugin is Better Than OpenXR¶
| Feature | OpenXR Plugin | Meta XR Plugin | Notes |
|---|---|---|---|
| Quest standalone optimization | β οΈ Basic | β Full | Better FPS + stability |
| Hand tracking support | Limited | Full | Joint tracking, gestures |
| Passthrough (MR) | Very limited | Full Passthrough API | Essential for MR |
| Scene Understanding | β No | Yes | Scene mesh + anchors |
| Mixed Reality depth blending | β No | Yes | MR compositing |
| Spatial anchors | β No | Yes | Persistent room positions |
| Controller haptics | Basic | Advanced | Meta haptic feedback modes |
| Standalone performance | Moderate | Optimized | Foveated rendering pathway |
Summary¶
Meta XR = Maximum performance, full Quest features & MR support
OpenXR = Works everywhere but limited on Quest
Installation Guide (Windows + macOS)¶
This section explains the correct way to install the Meta XR Integration Package from Metaβs official website.
Windows Installation¶
β Step 1. Disable OpenXR Plugin¶
- Open Unreal Engine
- Go to: Edit β Plugins
- Search for OpenXR
- Disable all:
OpenXROpenXR Input- Any related OpenXR extensions
- Restart Unreal Engine
β Step 2. Download Meta XR Integration¶
Download the official plugin from Meta:
π https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration
Download the .zip package for UE5.
β Step 3. Install the Plugin¶
- Navigate to your UE installation location:
Example:
- If Marketplace folder does not exist β create it manually
- Unzip the downloaded Meta XR package
- Move the extracted folder into:
- Restart Unreal Engine
You should now see Meta XR plugins in the Plugin Manager.
macOS Installation¶
macOS cannot build Android APK,
but it can still edit, test, and run Meta XR preview via streaming.
β Step 1. Disable OpenXR Plugin¶
Same as Windows:
- Go to Edit β Plugins
- Disable all OpenXR-related plugins
- Restart Unreal Engine
β Step 2. Locate Unreal Engine on macOS¶
Unreal is installed here:
Example:
β Step 3. Install Meta XR Plugin¶
-
Download from Meta:
https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration -
Unzip it
- Move the extracted folder to:
Create Marketplace manually if missing.
- Restart Unreal Engine
Plugin Verification¶
In Unreal:
Edit β Plugins β search βMetaβ
You should see:
- Meta XR
- Meta XR HMD
- Meta XR Utilities
- Meta XR Hands / Hand Tracking
- Meta XR Passthrough
- Meta XR Scene / Spatial / Anchors
Enable what you need β Restart UE
Unreal Engine Project Configuration¶
Once installed, the following project settings are required.
β 4.1 XR and HMD Settings¶
Enable Meta XR Support:¶
Disable OpenXR completely:¶
(Optional but recommended to avoid conflicts)
β 4.2 Android & Packaging Settings (Windows only)¶
Go to:
Set:
- SDK API Level: 33+
- Enable
Support Vulkan - Disable
OpenGL(if using Vulkan only) - Accept Android SDK licenses
β 4.3 Rendering Optimization¶
Recommended Meta XR settings:
- β Enable Late Latching
- β Enable Fixed Foveated Rendering
- β Enable Mobile Multi-View
- β Anti-Aliasing: TSR or FXAA for performance
Input & Interaction Setup¶
Controller Input¶
Use Meta XR input classes:
DO NOT use:
- OpenXR Input
- OculusInput (deprecated)
Hand Tracking Setup¶
Enable in:
Blueprint components:
MetaXRHandComponentMetaXRHandTrackingSubsystem
Provides:
- Joint poses
- Pinch gestures
- Hand mesh tracking
- Tracking confidence
Passthrough & MR Features¶
Meta XR Plugin unlocks all MR tools:
Available MR Features¶
- β Passthrough API (color camera feed)
- β Scene Understanding (mesh reconstruction)
- β Plane detection
- β Spatial anchors
- β Depth-based MR composition
- β Boundary & guardian APIs
To enable:
Packaging & Deployment¶
Windows Build (APK)¶
- Connect Quest via USB (Developer Mode ON)
- Build from:
- Package β Install using:
- Unrealβs built-in installer
- Or Meta Quest Developer Hub (recommended)
macOS Build Notes¶
- macOS cannot produce Android APKs
- You must:
- Build on Windows, OR
- Use remote build system (GitHub Actions, CI/CD)
macOS is still fine for:
- Asset creation
- Blueprint systems
- UI development
- Gameplay programming
- VR preview (via Link/AirLink)
Troubleshooting¶
β Black screen on headset¶
- OpenXR is still enabled β disable it
- Meta XR HMD plugin missing β enable it
β Tracking origin floating too high/low¶
Set:
β MR not working¶
Ensure:
- Passthrough is enabled
- Vulkan is enabled
- Hand tracking is enabled (if used)
β Build error on macOS¶
macOS cannot build Android β build on Windows
Summary¶
Meta XR Plugin is the recommended solution for Meta Quest development.
Benefits:
- Better performance than OpenXR
- Quest-specific rendering optimizations
- Hand tracking, passthrough, scene understanding
- MR depth & anchor support
- Native platform tools and improved tracking stability
For any VR or MR project targeting Quest standalone,
Meta XR Plugin is the correct and optimized choice.
End of Document¶
```