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Issues getting Unreal project run on the Quest

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  • replied
    Here are my settings, deployed to quest (1), using Vulkan! My project is still pretty much empty, but hey - it works!
    For reference, I couldn't get 'mobile multi-view' to work with opengl in a previous engine release (4.25.1oculus), this is using the latest 4.25.4-oculus 1.55 v23

    Minimum SDK - 25
    Target SDK - 25
    armv7 [on]
    armv64 [off]
    OpenGL [off]
    Vulkan [on]

    Mobile - 4x MSAA
    Mobile MSAA [on]
    Forward Shading [off] - This option is only relevant if you're doing a desktop build and/or want to preview msaa while using SM5! The mobile renderer supports msaa
    Instanced Stereo [on]
    Mobile HDR [off] - If this is on, the Vulkan Preview works (if mobile msaa is also on, otherwise it needs to be off for the preview not to crash the editor)
    Mobile Multi-View [on]

    Important note:
    The Vulkan preview crashes the editor if mobile msaa is enabled! However it deploys to Quest and the game works (along with msaa and, hopefully, multiview)! It will be a bit more difficult to preview the graphics, but I'll rather walk the Vulkan path and hope for the best.

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  • replied
    I'm developing for Quest 1 on UE4 4.23, and I concur with the settings provided by Kirill Ragozin. Specifically, I was previously successfully packaging with

    * Android
    armv7 [off]
    armv64 [on]
    OpenGL [on]
    Vulkan [on]


    but, as of a recent Quest update, the builds either display black or crash unless I use

    * Android
    armv7 [on]
    armv64 [off]
    OpenGL [on]
    Vulkan [off]
    Last edited by Fig_tree; 01-04-2021, 05:58 PM. Reason: formatting

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  • replied
    Been struggling with this for the past few days. Here's the setup that worked for me:

    * UnrealEngine 4.25.1 built from source from Oculus repo
    https://github.com/Oculus-VR/UnrealEngine.git

    * Android Studio 3.5.3

    * AndroidSDK
    SDK - C:\Users\username\Documents\AndroidSDK
    JDK - C:\Users\username\Documents\AndroidSDK\jre
    NDK - C:\Users\username\Documents\AndroidSDK\ndk\21.1.6352462
    SDK API - latest
    NDK API - android-19

    * Android
    Minimum SDK - 25
    Target SDK - 25
    Package game data inside apk [on]
    armv7 [on]
    armv64 [off]
    OpenGL [on]
    Vulkan [off]
    Package Oculus For Mobile Devices - [Oculus Quest]
    Remove Oculus Signature Files from Distribution apk [on]

    * Rendering
    Mobile - 8x MSAA
    Mobile MSAA [on]
    Support Software Occlusion Culling [on]
    Forward Shading [on]
    Instanced Stereo [on]
    Mobile HDR [off]
    Mobile Multi-View [on]
    Round Robin Occlusion Quesies [on]

    Last edited by Kirill Ragozin; 07-26-2020, 04:51 PM.

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  • replied
    I have got the same issue, for now, I checked off the support for Vulkan support.
    Anyone used Vulkan properly with Quest?

    Leave a comment:


  • replied
    Bantol did you solve the issue? Did you you make sure to add the Oculus quest under advanced packaging?


    Still trying to figure out what causes the instant crashes in Oculus quest... (Official release and oulus branch)

    Click image for larger version  Name:	image_181017.jpg Views:	0 Size:	198.8 KB ID:	1782093

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  • replied
    I am having similar issues with unreal 4.25 - most of the time I also got a black screen or worse, a crashing app.

    Followed the new instructions for installing the sdk and ndk but no matter what I tried, the Oculus app did not work.

    So I switched back to 4.24 for now...

    Leave a comment:


  • replied
    Originally posted by utterboredom View Post
    Not sure if this was solved for you, but I ran into this issue. Make sure you actually specify the NDK version [android-19] rather than [latest].
    This fixed it for me, thanks!

    Leave a comment:


  • replied
    ITNoetic Thank you! I have to uninstall everything from 4.24.3 though right to get this to work?

    Leave a comment:


  • replied
    Originally posted by DarthJandis View Post
    This is why I haven't moved from 4.24.3 yet. I haven't seen any step guides on how to get 4.25 (or even 4.25.1 now) to run on a Quest.
    This page has info on getting started on Quest using 4.25. Should still apply to 4.25.1.

    Leave a comment:


  • replied
    This is why I haven't moved from 4.24.3 yet. I haven't seen any step guides on how to get 4.25 (or even 4.25.1 now) to run on a Quest.

    Leave a comment:


  • replied
    Code:
    LogPlayLevel: 06-04 11:41:03.318 4660 4765 D UE4 : Assertion failed: Layout == VK_IMAGE_LAYOUT_UNDEFINED [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 493]
    LogPlayLevel: 06-04 11:41:03.318 4660 4765 D UE4 :
    LogPlayLevel: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]Assertion failed: Layout == VK_IMAGE_LAYOUT_UNDEFINED [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 493]
    LogPlayLevel: 06-04 11:41:03.319 4660 4765 D UE4 :
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: === Critical error: ===
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: Assertion failed: Layout == VK_IMAGE_LAYOUT_UNDEFINED [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 493]
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C64C6F1C libUE4.so(0x000000000611DF1C)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C64AC2FC libUE4.so(0x00000000061032FC)!FVulkanTextureBase::FVulkanTextureBase(FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int,
    FRHIResourceCreateInfo const&) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C64A8C34 libUE4.so(0x00000000060FFC34)!FVulkanDynamicRHI::AsyncReallocateTexture2D_RenderThread(FRHICommandListImmediate&, FRHITexture2D*, int, int, int, FThreadSafeCounter*) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA5A5648 libUE4.so(0x000000000A1FC648)!FTexture2DUpdate::DoAsyncReallocate(FTexture2DUpdateContext const&) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA5A5034 libUE4.so(0x000000000A1FC034)!FTexture2DStreamIn_IO_AsyncReallocate::AsyncReallocate(FTexture2DUpdateContext const&) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA5ADC98 libUE4.so(0x000000000A204C98)!TRenderAssetUpdate<FTexture2DUpdateContext>::TickInternal(FRenderAssetUpdate::EThreadType, bool) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA58C350 libUE4.so(0x000000000A1E3350)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000CA58C784 libUE4.so(0x000000000A1E3784)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C6522004 libUE4.so(0x0000000006179004)!FNamedTaskThread::ProcessTasksNamedThread(int, bool) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C6520D8C libUE4.so(0x0000000006177D8C)!FNamedTaskThread::ProcessTasksUntilQuit(int) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C7A9BC34 libUE4.so(0x00000000076F2C34)!RenderingThreadMain(FEvent*) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C7AC545C libUE4.so(0x000000000771C45C)!FRenderingThread::Run() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C6620968 libUE4.so(0x0000000006277968)!FRunnableThreadPThread::Run() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000C651C480 libUE4.so(0x0000000006173480)!FRunnableThreadPThread::_ThreadProc(void*) []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000EB6A5D84 libc.so(0x0000000000047D84)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error: [Callstack] 0x00000000EB678036 libc.so(0x000000000001A036)![Unknown]() []
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    LogPlayLevel: Error: 06-04 11:41:03.319 4660 4765 D UE4 : [2020.06.04-08.41.03:319][ 50]LogAndroid: Error:
    Does anyone have ideas what is causing this? As far as I understand, it has something to do with Vulkan?

    Recently upgraded to 4.25 and it was a huge struggle to get it to even build for Quest, and now it crashes almost immediately after startup. The Level doesn't even have anything heavy in it. Just a widget main menu.

    Tested starting a level with much more going on and it run longer before crashing.

    Edit: Switched to OpenGL and now it builds and runs without crashes. Is Vulkan for Quest Broken?
    Last edited by Zarsky; 06-04-2020, 06:04 PM.

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  • replied
    Not sure if this was solved for you, but I ran into this issue. Make sure you actually specify the NDK version [android-19] rather than [latest].

    Leave a comment:


  • replied
    Originally posted by Ferox View Post
    Yes, i have the same and i can't fix that.. Just closed on opening in Quest
    same issue here, 4.25. No idea what's going wrong or how to fix it.

    Leave a comment:


  • replied
    Yes, i have the same and i can't fix that.. Just closed on opening in Quest

    Leave a comment:


  • replied
    Originally posted by Bantol View Post
    Hello everyone,
    First of all, sorry if my english isn't so good. I hope its good enough to understand my problem

    I try to develop an application for the Oculus Quest.
    Everything is configured with tutorials and the Quest is in Developer mode.

    I've startet a Project with the VR Template and made all the settings with an Tutorial.
    For testing i just used the standart "MotionControllerMap" and packed the Project for Android (All).

    After the packaging was finished i've sideloaded the apk with Sidequest,
    The installation works and i can find my app in the library of my Quest.

    But the Problem is, if i try to start the app, The screen gets black for a second and the app closes immediately without any message.

    I think, i've used every Tutorial in the internet and getting a bit frustrated, cause it seems like i'm the only one with this problem :/

    It has to be an UE Issue, cause, other Apps I've sideloaded work perfectly.

    I hope, i described the problem understandable, and someone here can help me, setting up my project correct.
    dear bantol have you solve the problem ?.. i am facing exactly the same problem .. and just stuck..

    Leave a comment:

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