Note: you are currently viewing documentation for a beta or an older version of Varjo

Starting with Unreal Engine 4.26, Varjo support is built on top of Unreal Engine’s built-in OpenXR support. This allows developers to create VR applications using the normal binary version of Unreal Engine without any Varjo-specific code. This works with Varjo Base 3.0.5 or later and supports all current- and previous-generation Varjo headsets.

Some Varjo features are not supported by Unreal’s built-in OpenXR plugins. Support for these is provided in a separate Varjo OpenXR plugin, which complements the built-in Unreal plugins and enables additional features. Varjo OpenXR plugin 0.9.0 (Beta) is now available in developer.varjo.com and Unreal Marketplace.

To achieve the optimal resolution and framerate you need to use foveated rendering, which will be supported in Varjo OpenXR plugin 1.0.0, coming for Unreal Engine 4.27. Projects will likely not run with the optimal framerate in Unreal Engine 4.26. You can alleviate this by lowering the OpenXR render resolution in Varjo Base.

Old Varjo Unreal plugins and Unreal Engine forks will not be updated for Unreal Engine 4.26 and later.
See the Unreal OpenXR roadmap for more information about supported features.


You will need the following to get started with Unreal development for Varjo headsets:

Getting started

Follow the steps in Getting Started page to start a new project or migrate an existing project for Varjo headsets.

For information about settings and features that are different on Varjo headsets as compared to traditional application development and other VR devices, see Recommended settings.

Developing without Varjo headset

On the Developer tools in Varjo Base page you can find information on how to test your build without a Varjo headset.