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πŸ₯½ Meta XR Plugin – 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 ⚠️ Basic βœ… Full Better FPS + stability
Hand tracking support Limited Full Joint tracking, gestures
Passthrough (MR) Very limited Full Passthrough API Essential for MR
Scene Understanding ❌ No Yes Scene mesh + anchors
Mixed Reality depth blending ❌ No Yes MR compositing
Spatial anchors ❌ 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 Meta’s official website.


Windows Installation

βœ” Step 1. Disable OpenXR Plugin

  1. Open Unreal Engine
  2. Go to: Edit β†’ Plugins
  3. Search for OpenXR
  4. Disable all:
  5. OpenXR
  6. OpenXR Input
  7. Any related OpenXR extensions
  8. Restart Unreal Engine

βœ” Step 2. Download Meta XR Integration

Download the official plugin from Meta:
πŸ‘‰ https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration

Download the .zip package for UE5.


βœ” Step 3. Install the Plugin

  1. Navigate to your UE installation location:
UE5 Installation Folder/Engine/Plugins/Marketplace/

Example:

C:/Program Files/Epic Games/UE_5.5/Engine/Plugins/Marketplace/

  1. If Marketplace folder does not exist β†’ create it manually
  2. Unzip the downloaded Meta XR package
  3. Move the extracted folder into:
Engine/Plugins/Marketplace/
  1. 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.

βœ” Step 1. Disable OpenXR Plugin

Same as Windows:

  • Go to Edit β†’ Plugins
  • Disable all OpenXR-related plugins
  • Restart Unreal Engine

βœ” Step 2. Locate Unreal Engine on macOS

Unreal is installed here:

/Users/Shared/Epic Games/UE_5.x/

Example:

/Users/Shared/Epic Games/UE_5.3/Engine/Plugins/


βœ” Step 3. Install Meta XR Plugin

  1. Download from Meta:
    https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration

  2. Unzip it

  3. Move the extracted folder to:
/Users/Shared/Epic Games/UE_5.x/Engine/Plugins/Marketplace/

Create Marketplace manually if missing.

  1. Restart Unreal Engine

Plugin Verification

In Unreal:

Edit β†’ Plugins β†’ search β€œMeta”

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.


βœ” 4.1 XR and HMD Settings

Enable Meta XR Support:

Project Settings β†’ XR β†’ Meta XR

Disable OpenXR completely:

Plugins β†’ OpenXR β†’ Disable

(Optional but recommended to avoid conflicts)


βœ” 4.2 Android & Packaging Settings (Windows only)

Go to:

Project Settings β†’ Platforms β†’ Android

Set:

  • SDK API Level: 33+
  • Enable Support Vulkan
  • Disable OpenGL (if using Vulkan only)
  • Accept Android SDK licenses

βœ” 4.3 Rendering Optimization

Recommended Meta XR settings:

  • βœ” Enable Late Latching
  • βœ” Enable Fixed Foveated Rendering
  • βœ” Enable Mobile Multi-View
  • βœ” Anti-Aliasing: TSR or FXAA for performance

Input & Interaction Setup

Controller Input

Use Meta XR input classes:

MetaXRControllerInput

DO NOT use:

  • OpenXR Input
  • OculusInput (deprecated)

Hand Tracking Setup

Enable in:

Project Settings β†’ Meta XR β†’ Hand Tracking

Blueprint components:

  • MetaXRHandComponent
  • MetaXRHandTrackingSubsystem

Provides:

  • Joint poses
  • Pinch gestures
  • Hand mesh tracking
  • Tracking confidence

Passthrough & MR Features

Meta XR Plugin unlocks all MR tools:

Available MR Features

  • βœ” Passthrough API (color camera feed)
  • βœ” Scene Understanding (mesh reconstruction)
  • βœ” Plane detection
  • βœ” Spatial anchors
  • βœ” Depth-based MR composition
  • βœ” Boundary & guardian APIs

To enable:

Project Settings β†’ Meta XR β†’ Passthrough

Packaging & Deployment

Windows Build (APK)

  1. Connect Quest via USB (Developer Mode ON)
  2. Build from:
    Platform: Android β†’ Development/Shipping
    
  3. Package β†’ Install using:
  4. Unreal’s built-in installer
  5. 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

❗ Black screen on headset

  • OpenXR is still enabled β†’ disable it
  • Meta XR HMD plugin missing β†’ enable it

❗ Tracking origin floating too high/low

Set:

XR Origin = Floor Level

❗ MR not working

Ensure:

  • Passthrough is enabled
  • Vulkan is enabled
  • Hand tracking is enabled (if used)

❗ 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

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