OpenXRExtended is an Unreal Engine plugin exposing advanced OpenXR features without relying on third-party plugins.
It provides a clean Blueprint and C++ API to enable, disable, and configure OpenXR extensions commonly used for VR/AR development — especially on Meta Quest, PICO, and other OpenXR-compatible headsets.
The plugin centralizes XR rendering and runtime controls that are typically spread across different vendor SDKs.
It aims to:
- Simplify cross-headset development.
- Provide direct Blueprint access for quick iteration.
- Serve as a foundation for future OpenXR extensions.
All functions are static and BlueprintCallable, accessible under the XR | OpenXR category.
| Function | Description |
|---|---|
SetSpaceWarpEnabled(bool bEnable) |
Enables or disables Space Warp (ASW) for time-warped extrapolated frames. |
SetXRRenderTargetScalePercent(int32 Percent) |
Sets the render scale in percentage (100 = native resolution). |
SetXRDynamicResolutionEnabled(bool bEnable) |
Enables or disables dynamic resolution scaling. |
SetVRSFoveation(EXRFoveationLevel Level, bool bGazeTracked=false, bool bPreviewMask=false) |
Configures Variable Rate Shading (VRS) foveation level with optional gaze tracking. |
SetFBFoveation(EXRFoveationLevel Level, bool bDynamic=false, float VerticalOffsetDeg=0.f) |
Configures Fixed Foveated Rendering (FFR), compatible with Meta and PICO headsets. |
| Function | Description |
|---|---|
SetPassthroughEnabled(bool bEnable, bool bAlsoSetStartupCVars=true) |
Enables passthrough (mixed reality) mode if available. |
SetStereoLayerEmulationEnabled(bool bEnable) |
Simulates stereo layers in non-VR rendering for debugging. |
SetStereoLayerLegacyFacingEnabled(bool bEnable) |
Enables legacy stereo layer orientation. |
SetStereoLayerEmulatedDepthEnabled(bool bEnable) |
Enables depth simulation for stereo layers. |
SetAlphaInvertPassEnabled(bool bEnable) |
Inverts the alpha pass, useful for custom blending. |
| Function | Description |
|---|---|
SetEnvironmentBlendMode(EXREnvironmentBlendMode Mode) |
Sets the environment blend mode (opaque, additive, alpha). |
SetHMDRefreshRateHz(float Hz) |
Attempts to change the HMD display refresh rate (Meta extension). |
- Copy the OpenXRExtended/ folder into your project’s
Plugins/directory. - Enable the plugin in Edit → Plugins → XR → OpenXRExtended.
- Restart the Unreal Editor.
- Access the functions in Blueprints or through C++.
- Unreal Engine: 5.7+
- Platforms:
- Windows, Linux (OpenXR)
- Android (Meta Quest, PICO)
- Supported Headsets:
- Meta Quest 2 / 3 / Pro
- PICO 4
- HP Reverb, Varjo, and other OpenXR devices
- Expose the MetaXR extension to dynamically change HMD refresh rate (
XR_FB_display_refresh_rate). - Document required AndroidManifest.xml modifications for certain OpenXR features (passthrough, dynamic foveation, etc.).
- Add OpenXR Toolkit Layer integration for diagnostics and profile presets.
The library uses static Blueprint-callable methods to avoid dependency on runtime UObject instances.
It relies on:
OpenXRHMDXRBaseRHI
and uses runtime CVars to apply settings safely in Shipping builds.
Copyright (c) 2025 Yannick Comte
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