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Installation & Setup ​

This guide walks you through installing Quest 3D WebView into your Unreal Engine 5 project.


1. Plugin Installation ​

  1. Close Unreal Editor.
  2. Locate your Unreal project directory (where your .uproject file is located).
  3. Create a Plugins folder if it doesn't already exist.
  4. Copy the Quest3DWebView plugin folder into YourProject/Plugins/:
    YourProject/
    ├── Config/
    ├── Content/
    ├── Plugins/
    │   └── Quest3DWebView/
    │       ├── Source/
    │       ├── Content/
    │       └── Quest3DWebView.uplugin
    └── YourProject.uproject
  5. Open your project in Unreal Editor.
  6. Navigate to Edit → Plugins and verify that Quest 3D WebView is enabled.

2. Required Project Settings ​

To enable VR laser raycasts to extract precise UV coordinates from 3D meshes, you must enable UV support from hit results:

  1. In Unreal Editor, go to Edit → Project Settings.
  2. Search for Support UV from Hit Results.
  3. Under Engine → Physics → Optimization, check the box:
    • Support UV From Hit Results = True

Alternatively, add the following directly to your Config/DefaultEngine.ini:

ini
[/Script/Engine.PhysicsSettings]
bSupportUVFromHitResults=True

Why is this required?

When your VR motion controller performs a Line Trace against a 3D screen, Unreal Engine uses this flag to populate HitResult.FaceIndex and calculate the exact (U, V) coordinates where the laser intersects the polygon.


3. Verifying Editor Test Mode ​

Quest 3D WebView includes a built-in Editor Test Pattern Generator. When you place a QuestWebViewComponent in a level and press Play in Editor (PIE) on Windows:

  • The component generates an animated 60 FPS test card showing resolution, framerate, and crosshair coordinates.
  • When packaged and deployed to Meta Quest (Android), the component automatically switches to the live Android Chromium hardware engine!

Released for Unreal Engine 5.5 on Meta Quest.