Community Tutorial: Unreal Engine 5.5.x for Meta Quest VR

XR Meta Quest setup guide covering everything

https://dev.epicgames.com/community/learning/tutorials/PYP7/unreal-engine-5-5-x-for-meta-quest-vr

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Can you please clarify, how should i build and package a project, when the android target sdk is 34, and Meta only accepts sdk 32 when uploading to store?

Unreal defaults to Target SDK 34, but Meta only accepts Target SDK 32 for store uploads. Just go to Project Settings → Platforms → Android and set Target SDK Version to 32 before packaging. The SDK API Level can stay at 34 for development, but for store submission, it has to match Meta’s requirements.

Thank you. I recently encountered a problem with the pso cache. This was caused by my quest system automatically upgrading to v72. I had to replace ue4.27.2 with a version more suitable for V72. Thank you for your tutorial.

I installed Android Studio Flamingo 2022.2.1 Patch 2 May 24, 2023, but at step 8. Under the “SDK Tools” tab I do not have “Android SDK Build-Tools 35-rc1”, I only have “…36 -rc5”. I went ahead and followed remaining steps anyway…

But now I get build error:
“Platform Android is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platform support files (DataDrivenPlatformInfo.ini, SDK.json, etc).”

:frowning:

Have a look under the Android SDK / SDK Tools, bottom right of the window check the box “Show Package Details”, you’ll then see the versions 34.0.0 and 33.0.1 -I’ve update the tutorial to surface that step.

Wow this is insanely useful, Thanks for taking the time to make this, took me less than 30 mins to make my VR Project buildable, without this guide it might have taken me all day to figure out all the dependencies, Thank you. <3

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Thank you for putting the tutorial together; however, I’ve been unable to run the MetaXR Simulator with UE 5.5.3 and 5.5.4. The simulator starts then crashes out with the error “Another FRDGBuilder already exists on the stack. Only one builder can be created at a time.” (Looking at forums this appears to have been a problem since at least 5.5.1)

The simulator works perfectly fine with 5.4.4 on the same PC. Has anybody found a solution for this?

hey man, really appreciate you putting all of this in one place, iv been scouring the internet looking for all of this! i think im 90% there, im just getting stuck at the final packaging stage,

im getting this error… im fairly new to the dev side of unreal/VR so i dont really know what any of this means, yet… hoping you can shed some light!

UATHelper: Packaging (Android (ASTC)): > Task :app:mergeDebugAssets
UATHelper: Packaging (Android (ASTC)): Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ASTC)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ASTC)): > Task :app:compileDebugJavaWithJavac
UATHelper: Packaging (Android (ASTC)): > Task :app:compressDebugAssets FAILED
UATHelper: Packaging (Android (ASTC)): > Task :app:processDebugJavaRes
UATHelper: Packaging (Android (ASTC)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ASTC)): * What went wrong:
UATHelper: Packaging (Android (ASTC)): Execution failed for task ‘:app:compressDebugAssets’.
UATHelper: Packaging (Android (ASTC)): > A failure occurred while executing com.android.build.gradle.internal.tasks.CompressAssetsWorkAction
UATHelper: Packaging (Android (ASTC)): > Required array size too large
UATHelper: Packaging (Android (ASTC)): 49 actionable tasks: 5 executed, 44 up-to-date
UATHelper: Packaging (Android (ASTC)): * Try:
UATHelper: Packaging (Android (ASTC)): > Run with --stacktrace option to get the stack trace.
UATHelper: Packaging (Android (ASTC)): > Run with --info or --debug option to get more log output.
UATHelper: Packaging (Android (ASTC)): > Run with --scan to get full insights.
UATHelper: Packaging (Android (ASTC)): > Get more help at https://help.gradle.org.
UATHelper: Packaging (Android (ASTC)): BUILD FAILED in 55s
UATHelper: Packaging (Android (ASTC)): cmd.exe failed with args /c “D:\Unreal Projects new\Capture_VR_new\Intermediate\Android\arm64\gradle\rungradle.bat” :app:assembleDebug
UATHelper: Packaging (Android (ASTC)): (see C:\Users\ryanflood\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.5\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool executed for 0h 2m 30s
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Error

Thanks for this super useful guide! Was able to package Android APK and load it on to the Quest 3 headset. One problem I face is taht the quality of the APK build is much lower than the PC VR Preview, as it has no shadows, and texture starts getting blurry much closer to the player. I suspect this is due to the Scalability Settings getting set to a lower config when you package for Android. I do not know where to configure this. Can you provide some guidance? Thanks!

Amazing job, after a long break I went back to trying to build something standalone for the quest, so far I have not succeeded due to many factors. I saw this tutorial for the first time today, I did everything according to your instructions and in a few hours with some breaks I packed the project for a quest without any problems. Great tutorial, short and to the point. Really thank you :folded_hands: