Installation & Setup
This guide walks you through installing Quest 3D WebView into your Unreal Engine 5 project.
1. Plugin Installation
- Close Unreal Editor.
- Locate your Unreal project directory (where your
.uprojectfile is located). - Create a
Pluginsfolder if it doesn't already exist. - Copy the
Quest3DWebViewplugin folder intoYourProject/Plugins/:YourProject/ ├── Config/ ├── Content/ ├── Plugins/ │ └── Quest3DWebView/ │ ├── Source/ │ ├── Content/ │ └── Quest3DWebView.uplugin └── YourProject.uproject - Open your project in Unreal Editor.
- 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:
- In Unreal Editor, go to Edit → Project Settings.
- Search for Support UV from Hit Results.
- 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=TrueWhy 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!