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Has Input Focus

Updated: Apr 15, 2026

Overview

This Blueprint determines whether the application currently has input focus. It is provided by UOculusXRFunctionLibrary in the Meta XR plugin (OculusXRHMD module) and appears in the Blueprint editor under the OculusLibrary category as a pure node with no execution pin.
On Meta Quest, input focus is lost when the Universal Menu or a system overlay appears over your application. While focus is lost, the application continues running but cannot receive controller or hand input. Input focus is regained when the overlay is dismissed.
Because focus state can change at any time, perform this query once during every frame render cycle to detect transitions. When the application loses focus, pause gameplay, hide input affordances (such as arms, hands, and near-field objects within approximately 2 meters), adjust audio, and notify remote users in multiplayer sessions. Resume all paused behavior when focus returns.
The Focus Aware setting, found at Edit > Project Settings > Plugins > Meta XR > Mobile > Focus Aware, must be enabled for focus state to be tracked. It is enabled by default.
For information on how to enable focus awareness to support overlays, see Overlays and Input Focus.

Blueprint

Has input focus—Blueprint

Arguments

  • No arguments.

Output

The Has Input Focus Blueprint provides the following output:
  • Return Value: A boolean that is true if the application has input focus, and false otherwise. On non-Meta Quest platforms where the HMD is not supported, this Blueprint always returns false.