IF YOU ARE TRYING THIS IN UE 5.1: the sdk requirements are different. Current UE Version: 5.1 Android Studio Version: 4.0 Minimum SDK Version for compilation: 30 Recommended: 32 Minimum target SDK for shipping on devices: 26 took me a while to figure this out, hope this can help someone not to lose hours of their lives.
PLEASE EVERYONE! Don’t make the mistake I did and and spend days searching for a solution. Make sure in the epic games launcher, you click the drop down menu next to Launch 5.0 (or which lever version) and you install Android additional settings. Packaging will not work without this.
Thanks! Took a lot of tries but I got it working. A tip I found that helped me when I was unable to get the icons that indicated Android install was OK was using the "Project Launcher". I had the error ""device SDK status was not returned from turnkey" the project launcher gave me a more specific error that I needed to install "NET Core 3.1 Desktop Runtime (v3.1.28)" and the launcher even provided the link to the download! After restarting the computer it was working.
Great stuff, man. As someone not very familiar with development and whatchamightcallit, I quite appreciated the not-so-lengthy but enough-to-make-sense explanations for what's going on. As a side note, lesson learned: duh, fix any errors in the output log when trying to package and it fails. I received an error pertaining to a -disabled- plugin and figured "that can't be it, that's disabled!" and spent an hour redoing everything. Perhaps I'll figure out the proper solution one day, but for now, I just removed the plugin in question from the UE install folder and it works like a charm.
Ummmm you are absolutely AMAZING!!! This helped me a lot 😄😄😄 thank you soooo much!!! Also for anyone who’s having the args errors make sure you have the Java file 1.8.0_77 installed and copy that folder into UE and the errors are gone! 😊
If your working with the Oculus Quest and need Quest specific dependancies you can downlaod the new MetaXR Plugin for Oculus Specific dependancies developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/
@@GDXR Thanks, but I got this working finally. It's mostly that there is an entire process that has to be followed to not only install the right things, but to have a Quest2 launched and talking to Unreal before it can simulate (annoying). And, super important to know that not all USB-C cables that say they will work, are actually going to work.
learnt loads from your videos, could have done with this last night was having loads of fun verifying the SDK so i could send stuff to the oculus. managed it in the end though nice work
thanks so much for this. this was exactly our issue and though we had to wait a lot!!! we got there in the end. brilliant, step by step, detailed video!
I had no choice but to subscribe after watching this video. This is by far the best I have seen in terms of linking the quest to unreal engine. Thanks so much and God bless!
There was an error even if I did the same thing after watching other videos, but I succeeded after watching this video!!! It helped me a lot Thanks to you, I was able to set up Oculus😀😀😀😀
As you suggest, as much as I find UE5 super apealing, I think I will stay with UE4.27 to keep my sanity intact for now. I had too many crachs with UE5 will I was trying to make VR projects on it. Thanks for making that video, I bookmark it for when I will be ready to move up!
I got up and running in Unreal Engine version 5.2 after 2 days of messing with it. I was getting an error while trying to build to the Quest 2 from Unreal: "Platform Android is not a valid platform to build". I got it working by going back to Android Studio 4.0 and downloading Android API 32 (which is equivalent to v12) and NDK 25.1.8937393 (which is also referred to as r25b). I also manually set the NDK API Level in the Project Settings to "android- 32" instead of "latest", though I'm not sure if that was necessary. I got the idea to use NDK r25b because your video showed how to view "Allowed SDK Version" information at 17:13 in the video, and my project showed "r25b". Thanks for the help! I hope this info helps someone else.
@@PeterAnimator You were able to package your VR project in 5.2? I've been trying and been unsuccessful for so long now, still just getting "Unknown Cook Failure"
I just installed it on a new machine w/ Unreal 5.1. Everything worked. The one speedbump I hit was that I was not getting the "VR Preview" option. This is a change due to deprecating the oculus plugin and switching to OpenXR. Oculus has to be the default OpenXR runtime. In the oculus Desktop App -->Settings-->General-->OpenXR Runtime, setting to active fixed the problem.
My PC doesnt show me allow usb debugging I also dont get that on my headset hence I am nmot getting the same result as you are and I am getting really frustrated
At the 7:57 mark, it shows Android API 32 selected. On my install, Android API 33 is selected as being installed. Is this going to be a problem? I'm going through the install a 2nd time, as the previous install did not detect my headset in UE device manager. UPDATE: After going through the full video, installing Visual Studio and a few reboots, I’m finally seeing the Quest 2 appear, and was able to successfully transfer the package VR demo template over! Thx again for clarifying this all.
I had the same question. Got it working in the end as well. If only UE 5.1 documentation was as thorough as this video, the UE 5.1 document pages on this topic keep referring to UE 4.x and miss essential steps.
Which settings would you recommend for using Unreal Engine 5.2? Thanks !!! Such as the Android Studio version? Minimum SDK Version for compilation: Recommended: Minimum target SDK for shipping on devices:
Meta requires targeting SDK32. I can't get Unreal to launch when I target to SDK32 though. I've been struggling with this for 4 days it's a waste of my fuckin life. It works fine when I target SDK29 but Meta won't allow you to upload to the store targeting SDK29 anymore.
Very helpful. Thanks. One question however; I run into this issue, do you know how to solve this? Intermediate\Android\arm64\gradle ungradle.bat Error: ERROR: cmd.exe failed with arg
Cool i was looking for that. I was wondering how this basic unreal project will render on oculus without pc connect. It runs pretty fast. What is the frame rate?
@@GDXR oh ok, got it. Still didnt work for me. I can build but it just quits immediately when loaded on quest. Ive tried both android studio 4 and 3.53 and pretty much every combination of sdk and ndk : ( I think that there is like some setting that is incompatible with UE5 atm that i need to disable but i have no idea what.
Android Studio 4.0 is the only one you want. If its building the APK then your on the right track. it most likely has something to do with your Project settings. Unless your working in an already built project then chances are its just to big/heavy on performance for the Quest. If you arnt. try your settings with a default VR Template. My NDK (Side by Side) is 24.0.8 however it does say i have an update avalible.
I use UE 5.3.2 + Quest2 to package a VR game prototype, package was successed, but install package to quest2 always fail... error info says:"adb: failed to install VRProject_Test-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Requires newer sdk version #33 (current version is #32)]". after stuck on it for 2 days I found my solution: My quest2's operating system is: Android 12, API Level 32( in UE5 device manager you could find it), so I delete all SDK Platforms which is above 32( 33, 34...etc) , and in SDK tools > Android SDK Build-Tools 35, I delete all versions above 32(35,34..etc), only keep 32. then I open file "build.gradle" in UE5.3\Engine\Build\Android\Java\gradle\app, UE5.3\Engine\Build\Android\Java\Grade, and set value of "minSdkVersion" = 32, "targetSdkVersion " = 32. and don't forget to set project settings in UE5.3 (Android SDK >SDK API Level =32, Android > minimum SDK Version = 32, Target SDK Version = 32), finally package again! now I can install this package to my quest2! I am a game designer and this process really drive me crazy! hope this could save your time!
Have you tried uploading an Unreal build to oculus via the meta developer app? I've gone through basically every error and warning but the thing beating me near the end is it complains about the apk not being signed with a "production certificate". I have signed it with the keytools but it seems not to like it.
it depends on what you're trying to do. Right now learning UE5.1+ is really good for the enhanced input system but when it comes to Mobile vr there is a performance issue as the epic version is missing Software occlusion culling. However, someone in our discord has created custom source builds for us which add it back in for 5.1 and 5.2. you can find it in the #Quest2 channel i belive.
Is there a way to package VR project for windows? I want to use my Quest2 wired to the pc for a better quality and performance instead of installing a packaged file to the headset for standalone use.
Here there! great video. Coming to you from 2024 is there now an easier way to place your unreal project onto Quest 2 for wireless use? Can you now maybe deploy your app directly from the PC onto the headset? I have a PC and everything works via Oculus link when I connect the headset. My project packaged for PC works perfectly well. All I want now is maybe run it on the Quest 2 without the need of a PC and wires. Can you now deploy without the need for these interim apps like android studio or XCode for iOS etc.?
I don't know of any way to wireless deploy an APK to a Quest headset, I always recommend using a Windows PC and cable. Especially since Oculus Desktop isn't supported on IOS.
Thanks!@@GDXR Yes sorry if I was not clear, I do connect with USB-C cable but my problem is Unreal Engine. It is just not willing to package the project as an android app. I keep getting those Gradle errors. I tried almost all combinations of SDK, NDK, and JDK and it is just not working.
Tnx for the video. However I have a problem to find Android folder (11:24). Is it installed with Android Studio 4.0? I followed the video step by step but I just can't find that folder. At first I couldn´t install Android Studio 4.0 because I got this message "Your SDK location contains non ASCII characters" (My user name contains a special Character such as Ñ). I could solve that problem and install Android Studio 4.0, however, I can´t find the Android folder. Any thought?
Thanks for this video @GDXR, i have a problem with the *SetupAndroid.bat* can you help me ? i have an error with the path to cmake is not found. the correct version of Cmake is however well installed via android studio 4.0 Do i need to add an environment variable?
hi sir. thank you for your tutorial, after packing apk, i install in quest 2, but in loading stuck. that should i do??? can you help me? unreal engine 5.2
Hello ! thanks for the amazing tut ! i have a little problem when packaging. Got an error message at the end "Failed to create valid OBB. OBB may have exceeded 2 GiB limit; check log for details." I enabled "allow large OBB file" and "Allow patch OBB files" but the error is still here. Do you have a solution ? thanks a lot !
Hi, my version 5.02, and windows 11, I have problem with the setupandroid.bat file, don't run. has it happened to anyone else? When i run the setupandroid.bat the error says: Android Studio Path: C:\Program Files\Android\Android Studio Android Studio SDK Path: C:\Users\gadie\AppData\Local\Android\Sdk \BrowserStackLocal\ was unexpected at this time. And when i run UpdateLinker.bat says: Unable to locate local Android NDK location. Did you run SetupAndroid to install it? I have Android Studio 4 Update: I installed Unreal version 4.27 and happened the same...any solution?
me nether, but just Android Studio Path: C:\Program Files\Android\Android Studio Android Studio SDK Path: C:\Users\gadie\AppData\Local\Android\Sdk what sopose to do? help me chiwas!
Following everything to a T but as soon as i try get ut to show in Platforms for building it onto the headset it wont show up, doe snot show up in device manager and when i plug into my PC it not asking for usb debugging but rather just to access the oculus files normally like a USB any help? (Using UE5 5.0.1) Thx great tutorial !
EDIT I installed Oclulus Developer Hub which allowed the message to pop up about USB Debugging and i set it to always allow, but still nothing shows up in the Platform Tab :( VR Preview works fne with link cable or over Wifi and my Oculus shows up in PC as a sotrage device
i did everything like you show. everything is perfect but last moment when i install game on quest 2 its not launching. any sugestions? settings for vr from ue documentations for xr projects.
Hello, I started with the VR template and migrated a level I had built. I created the navigation mesh for it, but when I try to teleport, the pointer is not showing up, and the teleportation circle appears right next to me. How can i solve it?
Hello, did you had issues with too big OBB file? Im making a project and mine surpasses thr limit of 4Gib when I try to package the project, throws me an error and fails packaging. Any ideas?
I started to package the game but then had an error when I went to fix the error the android symbol went back to the warning and I have everything that’s needed I followed the steps but still nothing, if anyone has a suggestion please reply.
I have a question, when I build the project and install the apk to the Quest 2, the project work fine, but the resulotion quality is very bad, I dont know why this is happen, is there anyone know the reason ?
Great tutorial! However, I'm running into an issue in UE5. Noteworthy that 4.27 works fine launching to Quest 2. In UE5, it'll successfully build and launch it to the HMD (shows the "running" dialog in the lower righthand corner - no errors in the output log), but it's just straight solid black on the Quest 2. I've tried the VR template. I've tried a blank project. I've tried the project I've been working on - all of them are just solid black when launched on the Quest 2 from UE5 - any ideas?
It took a while and infact its why this whole channel exhists, it was so difficult to figure out that i created a video just so i could remind my self how to do it back in UE4.25
Hello. i get this error.... ERROR: Stage Failed. Could not build OBB D:\UNREAL\Dali\Dali_Perforce\MULTIPLAYER\VRE-DragonIK-VRIK-master\Saved\StagedBuilds\Android_ASTC.obb. The file may be too big to fit in an OBB (2 GiB limit) does anyone know what can be?
PROBLEMS 1 question. (18.21) when I press platform> android> project package, I subsequently get an error called SDK not setup that says: "The SDK for Android is not installed properly, which is needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK." Would you like to attempt to continue anyway? 2 question. but the end, is it possible to export an apk file without having ad VR device?
Hello sir can you tell me how can i build my application for Armabi_V7 architecture in unreal 5 as it only allows me to build for arm64 architecture, also is there any way to add another architecture support in my project using Android studio?
It does, although installing the apk will be slightly more difficult. I belive Side quest can allow for Wireless app instillation so that could be a way around the USb requirment.
Hi, first of all thanks for the great video! I have an issue: My VR Preview works in my Oculus Quest but it won't show up in my devices. What can I do to fix this? Thanks!
does this mean that you can use the UE5 game when it is not attached to the laptop and just access directly from the headset without it being plugged into anything?
It really is, once it's up and running it will be a game changer. But don't put off learning unreal now just because it's not available yet. Start now and get a head start.
This tutorial is very useful. But I found a problem, the default VR template provided by UE 5.0, if the number of players is set to 2 (in fact, as long as it is not 1), the template will not work. May I ask, have you tried it?Whether you choose to listen in server mode or client mode, quest2 can no longer run this template.
Whenever I use the VR template with UE5 and try to build the lights it crashes (has been a bug for awhile now with UE5). Do you have any tips for resolving this?
Make sure to connect your vr headset to either steam or oculus desktop before launching Unreal, make sure your in the appropriate HMDs PC home environment. Then launch UE. Should appear.
Ue5 now requires you to download the MetaXR plugin as the old Oculus VR plugin is deprecated. Instal MetaXR plugin and rebuild your project. It should work for you.
IF YOU ARE TRYING THIS IN UE 5.1:
the sdk requirements are different.
Current UE Version: 5.1
Android Studio Version: 4.0
Minimum SDK Version for compilation: 30
Recommended: 32
Minimum target SDK for shipping on devices: 26
took me a while to figure this out, hope this can help someone not to lose hours of their lives.
thanks!
That definitely benefited me, thank you!
i hope this works man. i have been at my pc for 4 days now.
@@flowpoi5864 did it work?
@@MaximPerry I'm so glad. Mission accomplished.
PLEASE EVERYONE! Don’t make the mistake I did and and spend days searching for a solution. Make sure in the epic games launcher, you click the drop down menu next to Launch 5.0 (or which lever version) and you install Android additional settings. Packaging will not work without this.
Thanks! Took a lot of tries but I got it working. A tip I found that helped me when I was unable to get the icons that indicated Android install was OK was using the "Project Launcher". I had the error ""device SDK status was not returned from turnkey" the project launcher gave me a more specific error that I needed to install "NET Core 3.1 Desktop Runtime (v3.1.28)" and the launcher even provided the link to the download! After restarting the computer it was working.
Thank you!! Works for me too
Greg I want to buy you a beer...you are a lifesaver😎.
Same here
That was an ordeal, but I got there in the end with your help. Thank you so much for the vid!! Alexa, play Blink 182 - I'm Lost Without You.
Glad it helped!
Great stuff, man. As someone not very familiar with development and whatchamightcallit, I quite appreciated the not-so-lengthy but enough-to-make-sense explanations for what's going on.
As a side note, lesson learned: duh, fix any errors in the output log when trying to package and it fails. I received an error pertaining to a -disabled- plugin and figured "that can't be it, that's disabled!" and spent an hour redoing everything. Perhaps I'll figure out the proper solution one day, but for now, I just removed the plugin in question from the UE install folder and it works like a charm.
Ummmm you are absolutely AMAZING!!! This helped me a lot 😄😄😄 thank you soooo much!!! Also for anyone who’s having the args errors make sure you have the Java file 1.8.0_77 installed and copy that folder into UE and the errors are gone! 😊
Hooray it worked! I'm on 5.1. Now I'll see what works with the new features.
If your working with the Oculus Quest and need Quest specific dependancies you can downlaod the new MetaXR Plugin for Oculus Specific dependancies developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/
@@GDXR Thanks, but I got this working finally. It's mostly that there is an entire process that has to be followed to not only install the right things, but to have a Quest2 launched and talking to Unreal before it can simulate (annoying). And, super important to know that not all USB-C cables that say they will work, are actually going to work.
I followed everything in your video but whenever i get to the device manager bit the quest 3 doesnt show up there
want to thank you five hundred times! have burnt brain cells before, could not got to work until this time. many thanks, man.
learnt loads from your videos, could have done with this last night was having loads of fun verifying the SDK so i could send stuff to the oculus. managed it in the end though nice work
thanks so much for this. this was exactly our issue and though we had to wait a lot!!! we got there in the end. brilliant, step by step, detailed video!
I had no choice but to subscribe after watching this video. This is by far the best I have seen in terms of linking the quest to unreal engine. Thanks so much and God bless!
Glad I could help!
Wow, never thought i could get this to work. Thanks!
No problem!
I love this video and all the helpful comments
Hello, Sir!
Since Meta requires android 12L as target from 30 June, are you going to make new video how to set up configuration for build on Quest 2?
There was an error even if I did the same thing after watching other videos, but I succeeded after watching this video!!! It helped me a lot Thanks to you, I was able to set up Oculus😀😀😀😀
My savior! you deserve the best man.
As you suggest, as much as I find UE5 super apealing, I think I will stay with UE4.27 to keep my sanity intact for now. I had too many crachs with UE5 will I was trying to make VR projects on it. Thanks for making that video, I bookmark it for when I will be ready to move up!
No wories. Im also sticking with 4.27 for the time bneing especially for work content however I will be trying to use UE5 for tutorials from now on.
@@GDXR do you think UE5 fix the issue with mobile HDR for emissive & bloom effect or that on Oculus side ?
cheers man seriously i had no idea what i was doing untill i found your vid
man you are a gift to the community!
Very well done and super useful! Would be great to have a list of things to do / debug, but thats Epic Games or Meta s job :D
Does anyone have a tutorial for getting this set up for Unreal Engine 5.3?
Excellent help. Had one or two issues but got it working in the end. Looking forward to your next tutorial..
Glad it helped
I got up and running in Unreal Engine version 5.2 after 2 days of messing with it.
I was getting an error while trying to build to the Quest 2 from Unreal: "Platform Android is not a valid platform to build".
I got it working by going back to Android Studio 4.0 and downloading Android API 32 (which is equivalent to v12) and NDK 25.1.8937393 (which is also referred to as r25b).
I also manually set the NDK API Level in the Project Settings to "android- 32" instead of "latest", though I'm not sure if that was necessary.
I got the idea to use NDK r25b because your video showed how to view "Allowed SDK Version" information at 17:13 in the video, and my project showed "r25b".
Thanks for the help! I hope this info helps someone else.
I should also say that I chose to download Android API 32 (v12) based on v12 being listed under Device Manager, as shown at 9:29 in the video.
@@PeterAnimator You were able to package your VR project in 5.2? I've been trying and been unsuccessful for so long now, still just getting "Unknown Cook Failure"
@@CH51234 Sorry I did not see your message earlier. Did you figure it out?
This video is so detailed and perfect. I cannot thank the creator enough. Keep up the excellent work GDXR!
Thanks, will do!
Brilliant tutorial, thanks for making these!
you solved so many of my issues, thank you!!!
I just installed it on a new machine w/ Unreal 5.1. Everything worked. The one speedbump I hit was that I was not getting the "VR Preview" option. This is a change due to deprecating the oculus plugin and switching to OpenXR. Oculus has to be the default OpenXR runtime. In the oculus Desktop App -->Settings-->General-->OpenXR Runtime, setting to active fixed the problem.
Thank you for this!
You're welcome
My PC doesnt show me allow usb debugging I also dont get that on my headset hence I am nmot getting the same result as you are and I am getting really frustrated
Went throught video step by step, with sucessful build on the first try at the end. Thank you.
is there a good tut for 5.4?
hi - great content thank you very much ! quick question though : do we have to convert all the project to vulkan or is it possible to stay as is ? thx
thank u really! U saved my transition to UE5 :D
At the 7:57 mark, it shows Android API 32 selected. On my install, Android API 33 is selected as being installed. Is this going to be a problem? I'm going through the install a 2nd time, as the previous install did not detect my headset in UE device manager. UPDATE: After going through the full video, installing Visual Studio and a few reboots, I’m finally seeing the Quest 2 appear, and was able to successfully transfer the package VR demo template over! Thx again for clarifying this all.
I had the same question. Got it working in the end as well. If only UE 5.1 documentation was as thorough as this video, the UE 5.1 document pages on this topic keep referring to UE 4.x and miss essential steps.
Great Man, Hats OFF.........
Which settings would you recommend for using Unreal Engine 5.2? Thanks !!!
Such as the Android Studio version?
Minimum SDK Version for compilation:
Recommended:
Minimum target SDK for shipping on devices:
Meta requires targeting SDK32. I can't get Unreal to launch when I target to SDK32 though. I've been struggling with this for 4 days it's a waste of my fuckin life. It works fine when I target SDK29 but Meta won't allow you to upload to the store targeting SDK29 anymore.
Great information.
cheers man. this helped loads
Very helpful. Thanks.
One question however; I run into this issue, do you know how to solve this?
Intermediate\Android\arm64\gradle
ungradle.bat Error: ERROR: cmd.exe failed with arg
Cool i was looking for that. I was wondering how this basic unreal project will render on oculus without pc connect. It runs pretty fast. What is the frame rate?
thanks man amazing tutorial
Thank you boss man!
Do you do freelance work or tech support? Thanks for everything you do!
I do. you can get intouch through the email on the channel.
Is it importat that only the accurate Android API level is installed in Android Studio for it to work as it should?
Can you explain why the installed android sdk version is 29 but the target in unreal is 28?
I genuinly forgot to set it to 29. Im so used to putting 28 that i just did it from habbit. but it should work none the less.
@@GDXR oh ok, got it. Still didnt work for me. I can build but it just quits immediately when loaded on quest. Ive tried both android studio 4 and 3.53 and pretty much every combination of sdk and ndk : ( I think that there is like some setting that is incompatible with UE5 atm that i need to disable but i have no idea what.
What ndk version are you using?
Android Studio 4.0 is the only one you want. If its building the APK then your on the right track. it most likely has something to do with your Project settings. Unless your working in an already built project then chances are its just to big/heavy on performance for the Quest. If you arnt. try your settings with a default VR Template.
My NDK (Side by Side) is 24.0.8 however it does say i have an update avalible.
I use UE 5.3.2 + Quest2 to package a VR game prototype, package was successed, but install package to quest2 always fail... error info says:"adb: failed to install VRProject_Test-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Requires newer sdk version #33 (current version is #32)]". after stuck on it for 2 days I found my solution:
My quest2's operating system is: Android 12, API Level 32( in UE5 device manager you could find it), so I delete all SDK Platforms which is above 32( 33, 34...etc) , and in SDK tools > Android SDK Build-Tools 35, I delete all versions above 32(35,34..etc), only keep 32. then I open file "build.gradle" in UE5.3\Engine\Build\Android\Java\gradle\app, UE5.3\Engine\Build\Android\Java\Grade, and set value of "minSdkVersion" = 32, "targetSdkVersion " = 32. and don't forget to set project settings in UE5.3 (Android SDK >SDK API Level =32, Android > minimum SDK Version = 32, Target SDK Version = 32), finally package again! now I can install this package to my quest2! I am a game designer and this process really drive me crazy! hope this could save your time!
Have you tried uploading an Unreal build to oculus via the meta developer app? I've gone through basically every error and warning but the thing beating me near the end is it complains about the apk not being signed with a "production certificate". I have signed it with the keytools but it seems not to like it.
great job. thank you
hi friend, what would be the advantages of using UE5 for VR ? It might just run slower than an ol good 4.x init ?
it depends on what you're trying to do. Right now learning UE5.1+ is really good for the enhanced input system but when it comes to Mobile vr there is a performance issue as the epic version is missing Software occlusion culling. However, someone in our discord has created custom source builds for us which add it back in for 5.1 and 5.2. you can find it in the #Quest2 channel i belive.
Excellent ! Thanks
great video keep up the good work, would appreciate some bookmarks
Is there a way to package VR project for windows? I want to use my Quest2 wired to the pc for a better quality and performance instead of installing a packaged file to the headset for standalone use.
I couldn`t find the allow button on oculus 2, also after installing, didn`t show on the device manager, help
Here there! great video. Coming to you from 2024 is there now an easier way to place your unreal project onto Quest 2 for wireless use? Can you now maybe deploy your app directly from the PC onto the headset? I have a PC and everything works via Oculus link when I connect the headset. My project packaged for PC works perfectly well. All I want now is maybe run it on the Quest 2 without the need of a PC and wires. Can you now deploy without the need for these interim apps like android studio or XCode for iOS etc.?
I don't know of any way to wireless deploy an APK to a Quest headset, I always recommend using a Windows PC and cable. Especially since Oculus Desktop isn't supported on IOS.
Thanks!@@GDXR Yes sorry if I was not clear, I do connect with USB-C cable but my problem is Unreal Engine. It is just not willing to package the project as an android app. I keep getting those Gradle errors. I tried almost all combinations of SDK, NDK, and JDK and it is just not working.
Tnx for the video. However I have a problem to find Android folder (11:24). Is it installed with Android Studio 4.0? I followed the video step by step but I just can't find that folder. At first I couldn´t install Android Studio 4.0 because I got this message "Your SDK location contains non ASCII characters" (My user name contains a special Character such as Ñ). I could solve that problem and install Android Studio 4.0, however, I can´t find the Android folder. Any thought?
Thanks for this video @GDXR, i have a problem with the *SetupAndroid.bat* can you help me ?
i have an error with the path to cmake is not found. the correct version of Cmake is however well installed via android studio 4.0
Do i need to add an environment variable?
hi sir. thank you for your tutorial, after packing apk, i install in quest 2, but in loading stuck. that should i do??? can you help me? unreal engine 5.2
Hi my vr project does not opens and keeps on crashing when played in Quest 2 .. PLS Help!!
That option to remove signature files from Oculus, are they supposed to bypass the device’s entitlement check?
Hi! May i ask in which step jdk and jre get installed? I thought it was a necessary thing to have installed.
Hello ! thanks for the amazing tut ! i have a little problem when packaging. Got an error message at the end "Failed to create valid OBB. OBB may have exceeded 2 GiB limit; check log for details."
I enabled "allow large OBB file" and "Allow patch OBB files" but the error is still here. Do you have a solution ?
thanks a lot !
Thank you so much!
is Mac now supported?
Hi, my version 5.02, and windows 11, I have problem with the setupandroid.bat file, don't run. has it happened to anyone else?
When i run the setupandroid.bat the error says:
Android Studio Path: C:\Program Files\Android\Android Studio
Android Studio SDK Path: C:\Users\gadie\AppData\Local\Android\Sdk
\BrowserStackLocal\ was unexpected at this time.
And when i run UpdateLinker.bat says:
Unable to locate local Android NDK location. Did you run SetupAndroid to install it?
I have Android Studio 4
Update: I installed Unreal version 4.27 and happened the same...any solution?
YES! I have the exact same issue. Anyone?
me nether, but just
Android Studio Path: C:\Program Files\Android\Android Studio
Android Studio SDK Path: C:\Users\gadie\AppData\Local\Android\Sdk
what sopose to do? help me chiwas!
Following everything to a T but as soon as i try get ut to show in Platforms for building it onto the headset it wont show up, doe snot show up in device manager and when i plug into my PC it not asking for usb debugging but rather just to access the oculus files normally like a USB any help? (Using UE5 5.0.1)
Thx great tutorial !
EDIT I installed Oclulus Developer Hub which allowed the message to pop up about USB Debugging and i set it to always allow, but still nothing shows up in the Platform Tab :( VR Preview works fne with link cable or over Wifi and my Oculus shows up in PC as a sotrage device
@@ChrisBromley93 Still no fix? @GDXR Any suggestions ?
@@thedeafvampire check project settings-android sdk location and if you see red caution, fix them. I had figured that way
i did everything like you show. everything is perfect but last moment when i install game on quest 2 its not launching. any sugestions? settings for vr from ue documentations for xr projects.
I also have this problem, see unreal splash screen then exits to home. Is this what you see?
Hi. When I open my Project on headset, he's opened in window, not in VR...
Thank You Master 😉
No problem 👍
Hello, I started with the VR template and migrated a level I had built. I created the navigation mesh for it, but when I try to teleport, the pointer is not showing up, and the teleportation circle appears right next to me. How can i solve it?
This typically happens when you're inside an enclosed mesh, and it has collision that you're technically inside off.
Very Very thanks :D
Hello, did you had issues with too big OBB file? Im making a project and mine surpasses thr limit of 4Gib when I try to package the project, throws me an error and fails packaging. Any ideas?
I started to package the game but then had an error when I went to fix the error the android symbol went back to the warning and I have everything that’s needed I followed the steps but still nothing, if anyone has a suggestion please reply.
Hey you got some hand physics tutorial like in half life alyx?
I have a question, when I build the project and install the apk to the Quest 2, the project work fine, but the resulotion quality is very bad, I dont know why this is happen, is there anyone know the reason ?
Great tutorial! However, I'm running into an issue in UE5. Noteworthy that 4.27 works fine launching to Quest 2.
In UE5, it'll successfully build and launch it to the HMD (shows the "running" dialog in the lower righthand corner - no errors in the output log), but it's just straight solid black on the Quest 2. I've tried the VR template. I've tried a blank project. I've tried the project I've been working on - all of them are just solid black when launched on the Quest 2 from UE5 - any ideas?
Same exact issue. Haven’t found the solution yet
I'm confused as to why your colors aren't busted like mine? Are you not on forward renderer? still using mobile hdr?
I used the default settings inside UE5. you see everything i do in the project. Mobile HDR is not supported on quest
Great work must have been a huge effort to figure all this out. perfect explanation thank you
It took a while and infact its why this whole channel exhists, it was so difficult to figure out that i created a video just so i could remind my self how to do it back in UE4.25
Hello. i get this error.... ERROR: Stage Failed. Could not build OBB D:\UNREAL\Dali\Dali_Perforce\MULTIPLAYER\VRE-DragonIK-VRIK-master\Saved\StagedBuilds\Android_ASTC.obb. The file may be too big to fit in an OBB (2 GiB limit) does anyone know what can be?
the project your trying to build is larger than 2GB so it's failing. There is an option in project settings "Allow large OBB" that will make this 4GB.
PROBLEMS
1 question. (18.21) when I press platform> android> project package, I subsequently get an error called SDK not setup that says: "The SDK for Android is not installed properly, which is needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK."
Would you like to attempt to continue anyway?
2 question. but the end, is it possible to export an apk file without having ad VR device?
you found the solution? to your question 1?
Hello sir can you tell me how can i build my application for Armabi_V7 architecture in unreal 5 as it only allows me to build for arm64 architecture, also is there any way to add another architecture support in my project using Android studio?
Can this work with air link? I don't have a usb-c port on my PC...
It does, although installing the apk will be slightly more difficult. I belive Side quest can allow for Wireless app instillation so that could be a way around the USb requirment.
@@GDXR Thanks for the reply, i actually managed to get a usb-c to usb cable so I can do it normally now!
What can i do if on unreal the oculus is set on android 12??
Is this procedure still valid now that the Meta XR plug-in exist?
Yes, you still require android on your machine to build an APK
Is UE 5.01 any more stable while making projects in VR for Quest 2 ?
only if you change Default RHI to directX 11 in project settings.
Hi, first of all thanks for the great video! I have an issue: My VR Preview works in my Oculus Quest but it won't show up in my devices. What can I do to fix this? Thanks!
For anyone who have the same problem: My solution was to set the sdk location in the project settings.
@@n.w.9051 I have this problem, but this solution did not work for me. any ideas?
@@sheawilliamgalley9608 where am I to set the sdk location to? what does that mean? please and thank you
does this mean that you can use the UE5 game when it is not attached to the laptop and just access directly from the headset without it being plugged into anything?
Correct. it lets you build and play your project wirelessly so you dont need a pc or laptop to play it.
Nanite is such a tentalising promise for VR devs... Once it works, that's it, I'm migrating from Unity :)
It really is, once it's up and running it will be a game changer. But don't put off learning unreal now just because it's not available yet. Start now and get a head start.
@@GDXR but of course that's why I'm subscribed here and on your discord 😊
Youd be suprised how many people put it of just becasue the features arnt avalible yet lol.
This tutorial is very useful. But I found a problem, the default VR template provided by UE 5.0, if the number of players is set to 2 (in fact, as long as it is not 1), the template will not work. May I ask, have you tried it?Whether you choose to listen in server mode or client mode, quest2 can no longer run this template.
I havent personnaly tried it. If your building for quest it might be worth you checking out Metas shared Spaces multiplayer project for ue4.
Whenever I use the VR template with UE5 and try to build the lights it crashes (has been a bug for awhile now with UE5). Do you have any tips for resolving this?
Yes, in project settings of UE5 change the default RHI to Direct X11. it can be found under the windows header. this should remove some crashes.
@@GDXR Ah ic, thanks that worked!
Inside UE5, the VR mode is not active ! any idea ?
Make sure to connect your vr headset to either steam or oculus desktop before launching Unreal, make sure your in the appropriate HMDs PC home environment. Then launch UE. Should appear.
For me I had to also download and install dotnet-sdk-3.1.425-win-x64 for the errors to go away and let me build the project
This alawys opens my project in a small window what did i do wrong.. does anybody have a clue? Thanks guys! :/
Ue5 now requires you to download the MetaXR plugin as the old Oculus VR plugin is deprecated. Instal MetaXR plugin and rebuild your project. It should work for you.
Why my preview VR Mode is grey and dont work?
Make sure to connect your headset to Oculus Developer Hub or Oculus Desktop and enable link inside the headset before launching Unreal engine
@@GDXR is it possible to build an apk from UE5 without oculus quest connection?
Can you make a tutorial how to set up application spacewarp
It currently isnt implemented in the editor release of UE5 however it is avalible in the Oculus Source branch of Unreal Engine 4.27
I package the app and I install it in the oculus quest 2 but it start only in simple window and not in 360 view. How can i fix this?
Try changing the max andoroid sdk version to 29. i think they might have changed it. See if that works.
tks man!
Oculus 2 is using Android 12 now, and studio 4 does not support it, has anyone solved this? and If so, how
Just in case, keep studio 4 and add 32. That worked for me after like eternity. This video saved me
thank you
Hi, Nice video, You have a way to package yo pcvr, not the mobile vr You set up here
Hey, so it's even easier to package for PC. You just need to select package for windows. And create and EXE.