Hi, I’m seeing an issue in our build pipeline where Engine/Source/ThirdParty/Oculus/OculusOpenXRLoader/OculusOpenXRLoader.build.cs is missing from our packaged/distributed build of the engine.
We have a pipeline whereby we are generating our own installed version of the engine from Perforce source, zipping the entire contents of the built directory and distributing internally for use. I might expect there to be some call-out in Build/InstalledEngineFilters.xml related to this but I am not seeing any reference. Could I be overlooking something else that could affect the distribution of this file?
We do build for Windows platform specifically using the HostPlatformOnly flag if that has any ramifications. Here is our UAT command:
That library is only required for Android. There are some entries related to it in the CopyAndroidFilter in InstalledEngineFilters.xml. Are experimenting problem related to the file being absent or you are simply reporting it is not in your installed build?
I do see those callouts in InstalledEngineFilters.xml related to the ThirdParty/Oculus paths for both Win64 and Android, but just not seeing any reference to the *.build.cs files specifically. So I’m just trying to understand why in our Win64 build of the installed engine, the OculusOpenXRLoader.build.cs is not present. Maybe we would just need to explicitly add it to the Win64 filters?
The underlying issue here is we are trying to compile the MetaXR third party plugin in our pipeline along with this engine build and it is reporting: Could not find definition for module ‘OculusOpenXRLoader’, (referenced via Target -> OculusXRHMD.Build.cs)
This may very well be related to the fact that our engine build was not compiled for Android and we do not currently include the Android Studio/NDK in our build environment. However, since MetaXR is whitelisted for the Win64 platform, I though perhaps this wouldn’t be required if we only wanted to compile for Win64.
This is a bit annoying. The OculusOpenXRLoader is only needed on Android targets so we are excluding it from the IBs. There are 2 quick work arounds that could get you going while we fix the IB scripts to include the missing build.cs file.
Add the missing build to the IB once completed.
Modify OculusXRHMD.Build.cs so the module dependency is only added when targeting Android