# Get Insights working with Quest 2 and UE5

**URL:** <https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** unreal-engine, Performance-Profiling\
**Created:** [April 15, 2022, 11:22am UTC](https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386 "2022-04-15T11:22:14Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![fsk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fsk](https://forums.unrealengine.com/u/fsk)\
**Post date:** [April 15, 2022, 11:22am UTC](https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386/1 "2022-04-15T11:22:14Z")

</div>

Does Anyone know? I did all the things i did for 4.27 (open adb ports and adding commands to the UECommandLine.txt) but no luck. It newer connects…

---

<div class="post-metadata">

**Author:** ![vlab22](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vlab22/32/751227_2.png) [@vlab22](https://forums.unrealengine.com/u/vlab22)\
**Post date:** [February 4, 2024, 9:00am UTC](https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386/2 "2024-02-04T09:00:45Z")

</div>

I made it work yesterday. (UE 5.3.2, maybe works with any UE5)

Requirements:

- UE 5.3.2
- Build/Install/Run your apk in Development mode
- `adb` commands working
  - `adb device` must show your Quest2

I followed this [guide](https://developer.oculus.com/documentation/unreal/ts-unreal-insights) with some modifications, adjusting the paths and names according with your project and Unreal 5 installation.

The guide is for UE4.25 so some paths are different in UE5.

- `UE4CommandLine.txt -> UECommandLine.txt`
  - e.g: `C:\Unreal\UE_5.3\Engine\Build\Android\UnrealGame`

> **Note:**  
> You don’t need this file, you can just create it somewhere paste the correct commands into it, and send it properly to your Quest2

Paste the code below into it adjusting to your scenario, I’ll explain each section.

```auto
../../../MyVRProject/MyVRProject.uproject /Game/Maps/Map01 -trace=log,counters,cpu,frame,bookmark,file,loadtime,gpu,rhicommands,rendercommands,object -statnamedevents -tracehost=192.168.1.XX -tracefile=/sdcard/UnrealEngine/MyVRProject/MostRecentTraceCapture.utrace

```

- `MyVRProject`:
  - Your project name, if you didn’t change anything it’s your “project folder name”

- `/Game/Maps/Map01`
  - a level/map, this is in my `Content/Maps` folder (`Content/Maps/Map01`)

- -trace=log,counters,cpu,frame,bookmark,file,loadtime,gpu,rhicommands,rendercommands,object -statnamedevents
  - trace stats to return etc, don’t mess it

- -tracehost=192.168.1.XX
  - The IP of your machine, the one running the UnrealInsights, this IP must be reached by your quest2 in your network (and do the `adb port` commands from the guide`)

- -tracefile=/sdcard/UnrealEngine/MyVRProject/MostRecentTraceCapture.utrace
  - This path doesn’t exist and it was not created at all but it works, maybe it’s unnecessary

Now, you must find your project/app files in the **Quest2** , the guide points to `/sdcard/UE4Game/<ProjectDir>`, this is different for UE5.3.2.

- You need the correct path to `adb push` the UECommandLine.txt

IT’S BETTER if you find it by yourself. It’ll probably be in e.g:

- `/sdcard/Android/data/com.home.MyVRProject/files/UnrealGame/MyVRProject`

After finding the correct path, push the `UECommandLine.txt` file

- Into the folder with the `UECommandLine.txt`
- `adb push UECommandLine.txt /sdcard/Android/data/com.home.MyVRProject/files/UnrealGame/MyVRProject`

Now

- Run `UnrealInsights`
- Check `Auto astarts analysis LIVE`
- Run your app in Quest2
- UnrealSights must connect and open the trace stuff

PS: remember to follow the [guide](https://developer.oculus.com/documentation/unreal/ts-unreal-insights) for some clarification

PS2: BE AWARE! Idk butI believe when I installed and ran a new build `UECommandLine.txt` was vanished so I needed to push it again.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/b/d/6bd1a63c520c33fdfa3668a7d9f937f41f79d810.png)

---

<div class="post-metadata">

**Author:** ![BabbyGames](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/babbygames/32/1011073_2.png) [@BabbyGames](https://forums.unrealengine.com/u/BabbyGames)\
**Post date:** [December 26, 2024, 8:18am UTC](https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386/3 "2024-12-26T08:18:52Z")

</div>

Hi,

I successfully pushed it using ur tutorial but the problem is that the **Myproject.uproject / maps…**  
all these folders and files are only available when u launch from editor using usb debugging not when the game packaged/ exported normally

So, even when i push the **UECommandline.txt** it does not run as the game is already open and when i close and open the game again it Says That the project files are not available

There should be a way to Modify the UECommandline.txt Before the game even launches

Please reply

---

<div class="post-metadata">

**Author:** ![MrFr3Man](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MrFr3Man](https://forums.unrealengine.com/u/MrFr3Man)\
**Post date:** [May 21, 2025, 1:19pm UTC](https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386/4 "2025-05-21T13:19:18Z")

</div>

Hello everyone. Maybe it is no longer relevant for the author of the post, but for those who are still looking there is a much simpler option, tested on UE 5.5 and Quest 2.  
Here are 2 commands for adb to turn on recording and turn it off at the right time. Important! Correct 192.168.1.1XX in both commands to the IP of your PC on which you are going to receive traces.

adb shell am broadcast -a android.intent.action.RUN -e cmd ‘Trace.Send 192.168.1.1XX cpu,gpu,frame,log,counters,bookmark,file,loadtime,rhicommands,rendercommands,object’

adb shell am broadcast -a android.intent.action.RUN -e cmd ‘Trace.Stop 192.168.1.1XX’

Total:

1. Enable Unreal Insights on your PC.
2. Launch the packed game Development or Debug on the helmet
3. Activate the first command at the moment when you want to start recording
4. Activate the second command at the moment when you want to stop recording
5. View the result in Unreal Insights on the PC

Naturally, your devices must be on the same local network, you must have access to debug Quest 2 via adb. You may also need this command, I don’t know for sure, but I used it once.

adb reverse tcp:1980 tcp:1980

If you have the Meta Quest Developer Hub app installed, you can add Custom commands to avoid manually entering the start and stop of traces.

 ![Screenshot 2025-05-21 171327](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/5/f/45f749346cf36e234ee9f250e5c627877ace2ff5.png)

---

<div class="post-metadata">

**Author:** ![gh0stfase1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gh0stfase1/32/1194639_2.png) [@gh0stfase1](https://forums.unrealengine.com/u/gh0stfase1)\
**Post date:** [October 20, 2026, 3:28am UTC](https://forums.unrealengine.com/t/get-insights-working-with-quest-2-and-ue5/529386/5 "2026-10-20T03:28:05Z")

</div>

Verified this works on the Meta fork of UE 5.2 on a Quest 2!

> [@MrFr3Man](#):
>
> adb reverse tcp:1980 tcp:1980

FWIW, I did not do this explicitly.
