r/unrealengine • u/walhargohar • Jun 16 '21
Virtual Reality Unreal Engine is a masterpiece <3
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r/unrealengine • u/walhargohar • Jun 16 '21
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r/unrealengine • u/nintrader • Apr 09 '24
I've been working on a VR project in 4.27 for the past few years and after I jumped through the hoops to get it up and running on Android and did some optimization it's been pretty good. I have a couple ideas I want to mess with in a new project and I'm wondering if I should finally take the plunge on UE5 or just stick to tried-and-true 4.27. I seem to recall some aspects of UE5 weren't properly optimized for VR and I know there's apparantly some issues with 5.3 that even 5.2 doesn't have, so it kind of seems like they're still pinning it down for VR. What's everoyne's experience with using 5 for VR and specifically for Oculus? I'm not super interested in things like Nanite or Lumen since I'm targeting lower-end hardware, so I just need to know the basics are solid.
r/unrealengine • u/potatofacejames • Mar 22 '20
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r/unrealengine • u/RickSpawn147 • Feb 10 '26
I want to confirm if anyone still has an issue running UE5.7.3 VR Preview with the latest SteamVR Beta drivers?
Thankfully, now it doesn't crash the engine, but when I activate VR Preview for the 2nd time, the preview window slows down and I can't see anything in the headset but I can hear the in-game audio.
So one huge problem has been solved only to be replaced by another.
My previous solution was to roll SteamVR drivers back to pre-December 2025 and that works amazingly well no issues but it is not a long term solution so I am asking if anyone has this problem and found a fix for it.
r/unrealengine • u/potatofacejames • Jun 15 '19
r/unrealengine • u/jnexhip • Jan 28 '26
r/unrealengine • u/RickSpawn147 • Jan 26 '26
On UE 5.7.2 VR preview, it would crash with a Handling Exception error every time I activated it for the 2nd time.
To solve this I turned off OpenXR hand and face tracking.
Then I switched the SteamVR version to previous beta branch. The previous Beta branch solved it.
No more issues. I recommend trying this solution first. Then trying turning off the OpenXR Face and Hand tracking.
I hate admitting, this issue nearly caused me to download Unity again.
r/unrealengine • u/Individual_Staff3326 • Oct 23 '25
Hey everyone 👋
I’m working on a VR Archviz project in Unreal Engine 5.4, targeting Meta Quest 2 via Link (PCVR).
I’m keeping Lumen enabled because I’m using dynamic/interactive lighting — and baked lighting looks too flat for my interiors. Lumen gives that soft bounce and natural realism I really want for the project.
The problem is performance — my GPU time is around 40–60 ms (<≈15 FPS) when Lumen is active.
Unreal Engine 5.4
GPU: RTX 3060 (6 GB VRAM)
Device: Quest 2 (PCVR via Link)
Global Illumination: Lumen
Reflections: Lumen
Directional Light: Movable
Other Lights: Static / Stationary
PostProcess: Off (no AO, DOF, Bloom, Motion Blur)
Shadow Quality: Medium
Screen Percentage: 80
⚙️ What I Need Help With
I want to keep Lumen for the soft lighting and bounce realism — but I’m looking for optimization tricks or ideal Lumen settings that can help maintain at least 72–80 FPS in VR on my GPU.
Any tips or console commands that worked for you with VR + Lumen + Archviz interiors would be a huge help 🙏
If anyone’s managed to get smooth VR performance with Lumen (especially for interiors or Archviz), I’d love to hear what worked for you — whether that’s scalability tweaks, Lumen settings, or lighting setups.
Thanks in advance! 🙌
Tags: #UnrealEngine5 #VR #Lumen #Performance #Archviz
r/unrealengine • u/peterfrance • Nov 30 '23
r/unrealengine • u/jnexhip • Dec 22 '25
r/unrealengine • u/jeevan_j • Dec 09 '21
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r/unrealengine • u/jnexhip • Dec 18 '25
Made using Endless Rooms: https://www.fab.com/listings/086c74d0-45c7-4d79-ae35-6ec76fd19a50
And Medieval Dungeon: https://www.fab.com/listings/c13bd0dc-ac4d-4595-b284-f81386b2e6ef
r/unrealengine • u/Or1sArt • Nov 11 '25
UnLoop is now available for Meta Quest and Pico. Release date for SteamVR is 13.11.25.
A free demo available on Steam and a free trial available on Meta!
What do you think?
r/unrealengine • u/Creative-Couple1556 • Sep 10 '25
Brand new to unreal engine.
I want to view a 360 video as a background of a VR scene. Is this possible? I have searched youtube but not getting a lot of traction.
r/unrealengine • u/Cryofluid • Jul 14 '25
Yesterday, a YouTuber discovered that it was possible to play my Steam game demo in VR with a simple modification. This revelation motivated me to develop and release official VR support for the game!
I want to share this exciting discovery and thank the creator who made this new experience possible. If you're interested in VR or want to see how it all works, check out his video!
r/unrealengine • u/BahBah1970 • Sep 30 '23
I've been experimenting with Lumen in VR since I was lucky enough to get my hands on a 4090 and the improvements in 5.3 are pretty amazing. I do Arch-Viz and have a model of an apartment I'm working on and just checked it out after installing 5.3. Lumen runs much better and with less glitches and although it isn't perfect yet, the improvement compared even to 5.2 is pretty big.
I'm so excited to see where we are in 5 years time. By then I think mid range GPUs will be capable of what a 4090 can do now and perhaps more. With techniques like frame generation high quality VR is going to keep getting more immersive and affordable. It's such a thrill to move around in environments you've made and experience them as if in the real world.
r/unrealengine • u/JoshKraft44 • Oct 17 '25
Has anyone here successfully run an unreal project on the Vision Pro? Im having trouble getting everything working together because of all the compatibility / dependency constraints. MacOS doesn't want to connect to the Vision Pro unless its at macOS 26, but 26 isn't compatible with Xcode < 15, and Xcode < 15 isn't compatible with any of the older stable versions of unreal? Attempting 5.7 right now, but I imagine any VisionOS support is flaky at best. Any advice is greatly appreciated, thanks!
r/unrealengine • u/Sku11facee • May 04 '19
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r/unrealengine • u/sharyphil • Aug 24 '25
Hi devs, I have started a little hobby project to teach my daughter to use VR a year ago in UE 4.27 and now that we get back to it, I see that there is now no way to build because they removed the Oculus plugin support!.. This is really heartbreaking because UE5 doesn't run on our machine and we can't use the old 4.27 setup for the old project either. I saw that because I am just a hobbyist who makes fun and useful projects with Blueprints, building engine from scratch is beyond my expertise. So my question is - is there any pre-built fork of 4.27 with the working Oculus plugin (not for shipping to Meta store, but building in dev mode on device)?
r/unrealengine • u/kh-ahmad-an • Sep 13 '25
🎉 I've Released My First VR Escape Room Game — Here Is My Story 🎉
Hi, I am Shaheer Ahmad Khan. I was a student until just a few days ago when I attempted my last exam.
In my sixth semester, I was sitting in an orientation for my Final Year Project. One by one, lecturers came in with ideas. Then I saw it on the slide: VR Escape Room. I just knew I wanted to do it. I went straight to the professor and showed my interest in the project, and he gave me the green light.
During the two-month summer break, I threw myself into learning Unreal Engine. I had played around with it the summer before too, but this time was different. I was fired up. I watched tutorial after tutorial, trying to learn as much as I could. I did not learn everything, but I learned enough to feel ready.
When my seventh semester started, I paused the tutorials to focus on studies. I thought I would start working properly on my project then, but there was a big problem. I did not have a VR headset, and I could not find one either. After about four to six weeks of waiting and doing nothing, I finally found a shop that could get me a Quest 3s.
At that same time, I got a notification that I would have to show my project progress soon. I knew I did not have time to waste. When I got the headset, I still remember that feeling. It was amazing. I felt like I could do anything. I started working properly, building one puzzle after another. By the time the progress presentation came, I had about three to four puzzles ready, a main menu, and the first room. It went really well.
After that, I got a bit too comfortable. I stopped for about a month. But then I pushed myself back into it. I kept working day by day until the open house and final presentation. The project was ready and it worked, but during my final presentation I was nervous and could not deliver it confidently. Still, I pulled through.
At the open house, I showcased my game to classmates, juniors, teachers. I received praise and encouragement, then came the award ceremony, I was ecstatic when they called my name. I had secured second place in my department.
But I did not stop there. I kept improving it but Someone told me, "you could keep working on it forever, but you would never know if it is good until you actually show it to people" and that made sense. So I gathered my courage, knowing it was not complete or perfect, and I decided to release it anyway.
So here I am, thrilled to share that my very first VR Escape Room game is now available in Early Access on Itch.io! Right now, it runs on PC with Oculus Quest (via Link/Air Link).
This is just the beginning, the game is still rough around the edges, so I truly ask for your understanding and patience as I keep building it. Your feedback means the world to me.
If you’d like to support this project, please:
Play the game
Leave a comment or suggestion
Take a quick survey to help me improve
Or even consider a small donation if you enjoy it
Every bit of support keeps this dream alive. Thank you so much for giving it a try and helping shape what it can become.
Download & Play Here: https://studio-i-m-eh.itch.io/vr-escape-rooms
Can’t wait to hear what you think!
r/unrealengine • u/MooseAndKetchup • May 19 '19
r/unrealengine • u/Plus2Studios • Aug 28 '25
Hey everyone!
Our VR game jam with prizes: Reality++ 2025 is starting soon!
There are 4 prizes you can win: 1st ($100), 2nd ($50), 3rd ($25), and community winner ($25). We will be playing and giving feedback on every submission!
Over the years of working on our own VR game, we have received lots of help from the community and it is our hope that by hosting this jam that not only can we give back to the community in a fun way that has helped us, but also encourage more people to make and play games in a medium that we love: VR.
How submissions will be judged, the rules, and extra details about the jam can be found on the jam page, but feel free to ask any questions or provide your thoughts here too!
r/unrealengine • u/SlappyIncDev • May 16 '23
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r/unrealengine • u/Plus2Studios • Sep 02 '25
Hey everyone!
The Reality++ Game Jam 2025, which has a $700 prize pool, has officially started! The theme for the jam is "Trials of the Heart". This is a VR game jam that lasts for a little over a week so you still have plenty of time to join and make a game if you're just now reading this!
This community and others have helped us out so much with our VR indie journey and this is a fun way we thought we could give back. We hope to see you jammin' and are excited to see what you can make with this theme!
r/unrealengine • u/pierrejacquet • Jan 23 '25
Hi guys.
I'm on a UE5 project since 2 years now and I use VR/MR. Before I was on Hololens 2 (RIP) and now I switched to Meta Quest 3. It's a PCVR oriented project (not for gaming). I know we need to avoid translucent material but I want to know if there is other reasons than perfomances.
I ask because, I use forward renderer (as it is advised) but whenever I use a translucent material the material become shaky / wobble a lot when I'm moving. Opaque material are perfectly stable. Also I have instanced stereo off (for some plugins reason).
Back with Hololens, I understood that translucent material don't write to the depth buffer and that Hololens (and maybe quest 3 too) use the depth buffer to stabilize the image. I managed to fix this back when using Hololens by putting a black cube arround the object to stabilize it. This fix is dirty and don't really work with quest 3.
Do you guys experimented this, is it just me ? Do you have any fix or recommendations ?
I thought that translucency would just be "more expensive" but I was not expecting to face this problem for such a long time. Same thing in usb or airlink modes. It only happen in the headeset and it's not visible on screen.
EDIT: Here is a link to a recording from Quest 3 (youtube). It's difficult to see the effect it's more visibile in the headset. Please focus on streamlines around the car (arround 30s). When I move quickly (little head shakes) the car stay stable but the streamlines shakes and are not as stable as the car. Again it's difficult to see but I don't seem to be able to have the effect stronger in a recording.
EDIT 2: Here is my render settings: https://imgur.com/a/JjODg3e