Free to Use

UEVR

Transform your favorite Unreal Engine games into fully immersive VR experiences with 6 Degrees of Freedom.

UE 4.8 – 5.6 Engine Support
OpenVR & OpenXR Runtimes
6DOF Full Tracking

Features

Frontend GUI

Easy process injection through a user-friendly interface.

Frontend GUI

The frontend GUI is the main way to interact with UEVR prior to injection. It allows you to easily inject UEVR into a game, configure settings, and more.

Support for many headsets

Multiple headsets have been tested including Oculus, Index, Vive, WMR, Pimax, and more.

Our goal is to support as many headsets as possible. If you have a headset that is not supported, please let us know.

Our testers have reported that the following headsets work:

  • Oculus Rift CV1
  • Oculus Rift S
  • Oculus Quest 2
  • Meta Quest Pro
  • Valve Index
  • HTC Vive
  • HTC Vive Pro
  • Bigscreen Beyond
  • Various Pimax headsets like the 8KX and Crystal
  • Various WMR headsets like the HP Reverb G2

Support for multiple runtimes

OpenVR and OpenXR runtimes are fully supported.

Stereoscopic 3D rendering

Full 3D rendering from two viewpoints.

Full 6DOF head tracking

Move anywhere in 3D space and look around freely.

Native UE4/UE5 stereo rendering system

Enjoy the performance boost of native stereo rendering directly provided by the Unreal Engine.

Multiple rendering methods

Native Stereo, Synchronized Sequential, and Alternating/AFR. Choose the best method for you and your game.

Native Stereo

When it works, it looks the best, performs the best (usually). Can cause crashes or graphical bugs if the game does not play well with it. Temporal effects like TAA are fully intact. DLSS/FSR2 usually work completely fine with no ghosting in this mode. Fully synchronized eye rendering. Works with the majority of games. Uses the actual stereo rendering pipeline in the Unreal Engine to achieve a stereoscopic image.

Synchronized Sequential

A form of AFR. Can fix many rendering bugs that are introduced with Native Stereo. Renders two frames sequentially in a synchronized fashion on the same engine tick. Fully synchronized eye rendering. Game world does not advance time between frames. Looks normal but temporal effects like TAA will have ghosting/doubling effect. Motion blur will need to be turned off. This is the first alternative option that should be used if Native Stereo is not working as expected or you are encountering graphical bugs. Skip Draw skips the viewport draw on the next engine tick. Usually works the best but sometimes particle effects may not play at the correct speed. Skip Tick skips the next engine tick entirely. Usually buggy but does fix particle effects and sometimes brings higher performance.

AFR

Alternated Frame Rendering. Renders each eye on separate frames in an alternating fashion, with the game world advancing time in between frames. Causes eye desyncs and usually nausea along with it. Not synchronized. Generally should not be used unless the other two are unusable in some way.

DX11 & DX12 support

Hooks into both DirectX 11 and DirectX 12 graphics pipelines, covering the full range of UE4 and UE5 titles.

Optional 3DOF motion controls

Emulate a semi-native VR experience in many games. Head-based aiming is an option.

Optional roomscale movement

Move the player character itself in 3D space along with the headset.

UObject inspector

A live in-game UI for attaching motion controllers to any object in the scene. Add full motion controls and first person to games that don't support them.

Comfort options

Snap-turn locomotion, decoupled pitch, and world scale adjustment for a comfortable experience.

Supersampling

OpenXR resolution scaling from 0.1x to 3.0x. Dial up the visual clarity or trade it for performance.

Controller haptics

Game vibration is forwarded to your VR controllers for immersive feedback.

Automatic handling of in-game UI

Most in-game UI is projected into 3D space.

In-game menu with shortcuts

Easily adjust settings during gameplay. Controllers supported.

Access to various CVars

Fix broken shaders/effects with ease. Lock CVar values so the game can't override them.

Optional depth buffer integration

Improve latency on some headsets.

Per-game configurations

Customize settings for individual games. Import/export configurations.

Plugin system

Enable modders to add additional features like motion controls. Lua scripting, C++, and Blueprint support.

Lua Scripting

A comprehensive Lua API with full access to the Unreal Engine reflection system. Hook into any UFunction, traverse UObjects, read and write properties, call engine functions, and build custom ImGui interfaces — all from Lua scripts.

Includes callbacks for engine tick, stereo rendering, input interception, and more. Scripts can persist settings via JSON and interact with each other through a custom event system.

C++ Plugins

A native C/C++ plugin API with access to dozens of callbacks including present, device reset, engine tick, stereo view offset, and XInput state. Plugins can render custom ImGui UI in VR, manipulate VR poses, and interact with the full Unreal Engine object system.

Blueprint Support

Add VR features through Unreal Engine’s visual scripting system without writing any code.

Spectator view

A separate desktop view for streamers and spectators while the VR player sees their own perspective.

Get Involved