Persistent Passthrough
Updated: Apr 15, 2026
Persistent Passthrough is a passthrough layer that remains active throughout the app’s duration, including between level loads. This is the recommended approach for enabling passthrough. The Passthrough Layer Component is deprecated as of v74; use Persistent Passthrough instead.
You can manually destroy it anytime, anywhere using the Destroy Persistent Passthrough method. Its instance can also be fetched from anywhere using the Get Persistent Passthrough method.
Before using Persistent Passthrough, open Edit > Project Settings > Plugins > Meta XR. In the Mobile section, enable Passthrough Enabled.
Accessing the Passthrough Subsystem
Persistent Passthrough nodes are accessed through the OculusXR Passthrough Subsystem, which is a Game Instance Subsystem. In Blueprints, right-click in the Event Graph and search for Get Oculus XR Passthrough Subsystem to get a reference to the subsystem. From the subsystem node, call Initialize Persistent Passthrough to create the layer.
These nodes can be used in any Blueprint Event Graph, including Level Blueprints and Actor Blueprints.
The Persistent Passthrough layer can be configured in the Details tab when selecting the Initialize Persistent Passthrough node. Enabling Show Input Pin will disable the Layer Parameters setting and display an additional Parameters pin on the node.
You can drag from this Parameters pin to expose it as a variable and configure the layer’s parameters from this new variable instead. This can be useful if you wish to expose the initialization of the layer to an Actor’s instance or to dynamically configure the layer.
Updating the layer at runtime
Get Persistent Passthrough and
Get Shape are used to update the layer at runtime. See
Passthrough Styling for the list of parameters and their effects.
Calling Initialize Persistent Passthrough a second time will override the current layer’s parameters.