VR Settings for Unreal Engine 4/5
Applying these settings will take time during a restart!
For PC VR:
- Project Settings | Engine | Rendering | VR | Instanced Stereo: True
- Project Settings | Engine | Rendering | VR | Round Robin Occlusion Queries: True
- Project Settings | Engine | Rendering | Forward Renderer | Forward Shading: True
- Project Settings | Engine | Rendering | Default Settings | Anti-Aliasing Method: MSAA
- Project Settings | Engine | Rendering | Default Settings | Ambient Occlusion Static Fraction: False
- Project Settings | Project | Description | Settings | Start in VR: True
- Project Settings | Engine | Rendering | Defaults Settings | Auto Exposure: Off
- Project Settings | Engine | Rendering | Mobile Shader Permutation Reduction | Support Combined Static and CSM Shadowning: Off
Additionally, standalone VR:
- Project Settings | Engine | Input | Mobile | Default Touch Interface: None
- Project Settings | Target Hardware: Mobile and Scalable
- Project Settings | Platforms | Android | APK Packaging: Configure and set settings needed
- Project Settings | Platforms | Android SDK: Verify that your SDK locations are set.
- Project Settings | Engine | Rendering | VR | Mobile HDR: False
- Project Settings | Engine | Rendering | VR | Mobile Multi-View: True
- Project Settings | Engine | Rendering | VR | Mobile Multi-View Direct: True
- Project Settings | Engine | Rendering | VR | Monoscopic Far Field: True
- My UE4.27 Project Settings To Build Oculus / Meta Quest 2 Applications And Performance Settings
Installing the MetaXR plugin will present a feature to apply all of the settings above. You may then decide to disable the plugin if you no longer need it for the project and retain the applied settings.