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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Issues getting Unreal project run on the Quest
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Fig_tree repliedI'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]
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Kirill Ragozin repliedBeen 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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MajidKHA repliedI have got the same issue, for now, I checked off the support for Vulkan support.
Anyone used Vulkan properly with Quest?
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Fele repliedI 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...
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RobbeVlaeminck repliedOriginally posted by utterboredom View PostNot 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].
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DarthJandis repliedITNoetic Thank you! I have to uninstall everything from 4.24.3 though right to get this to work?
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ITNoetic replied -
DarthJandis repliedThis 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.
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Zarsky repliedCode: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:
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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utterboredom repliedNot 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].
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Ferox repliedYes, i have the same and i can't fix that.. Just closed on opening in Quest
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evoidbd repliedOriginally posted by Bantol View PostHello 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.
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