Scene Actor Functionalities (deprecated)
Updated: Apr 14, 2026
OculusXRSceneActor Deprecation
OculusXRSceneActor is deprecated. New features will be delivered through MR Utility Kit. Refer to the following as guidance on which APIs to use:
New projects:
Existing projects:
If you don’t require the latest features or tools provided by MR Utility Kit, continue using OculusXRSceneActor
AOculusXRSceneActor provides functions that you can call from Blueprints or C++. The examples on this page use Blueprint screenshots. All functions listed below are also accessible as C++ methods on
AOculusXRSceneActor. For a broader overview of Scene capabilities, see
Scene Overview.
All functions on this page take the AOculusXRSceneActor instance as the Target parameter.
Launches Scene Capture. The C++ function name is LaunchCaptureFlow(). This call suspends the Unreal application. Once you exit Scene Capture, the Unreal application regains focus.
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), use UMRUKSubsystem::LaunchSceneCapture(). See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Output: None.
Checks whether the Scene Actor has been populated with scene entities from a captured Scene Model. The C++ function name is IsScenePopulated().
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), check the UMRUKSubsystem::SceneLoadStatus property. See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Output: Returns true if the Scene Actor has been populated with scene entity actors from a captured Scene Model.
Queries the Scene Model and populates the Scene Actor by spawning scene entity actors. The C++ function name is PopulateScene().
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), use UMRUKSubsystem::LoadSceneFromDevice(). See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Output: None.
Clears a Scene Actor if one is populated. This call destroys all spawned scene entity actors. The C++ function name is ClearScene().
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), use UMRUKSubsystem::ClearScene(). See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Output: None.
Set Visibility To All Scene Anchors
Toggles the visibility of all spawned actors that are part of the Scene Actor. The C++ function name is SetVisibilityToAllSceneAnchors().
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), manipulate visibility directly on the anchor actors retrieved from AMRUKRoom. See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Is Visible: Set this to true to make scene anchor actors visible and false to hide them.
Output: None.
Set Visibility To Scene Anchors by Semantic Label
Toggles the visibility of all spawned scene anchor actors with specific semantic labels that are part of the Scene Model. The C++ function name is SetVisibilityToSceneAnchorsBySemanticLabel().
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), manipulate visibility directly on the anchor actors retrieved from AMRUKRoom. See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Semantic Label: String of the semantic label.
Is Visible: Set this to true to make “Semantic Label” type actors visible and false to hide them.
Output: None.
Get Actors by Semantic Label
Returns all scene entity actors that have a specific semantic label type. The C++ function name is GetActorsBySemanticLabel().
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), use AMRUKRoom::GetAnchorsByLabel(). See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Semantic Label: String of the semantic label.
Output: An array of AActor object references (TArray<AActor*>).
Returns all discovered room layouts. The C++ function name is GetRoomLayouts(). No Blueprint screenshot is available for this function. You can find the GetRoomLayouts node in the Blueprint editor by searching for it in the context menu of any AOculusXRSceneActor reference.
MRUK equivalent
In Mixed Reality Utility Kit (MRUK), use UMRUKSubsystem::GetCurrentRoom() and access room properties on AMRUKRoom. See Migrate to MR Utility Kit for details.Target: The Scene Actor object reference.
Output: An array of FOculusXRRoomLayout structs (TArray<FOculusXRRoomLayout>).