I would also highly suggest that everyone go to Project Settings > Rendering > Culling and UNCHECK OCCLUSION CULLING. This is a process performed by the GPU and is intended for beefy PC GPU’s. Occlusion Culling not compatible with mobile GPU’s “tile-based” architecture and can cause significant performance issues or even cause the GPU to freeze/lockup.
For Quest 3 / UE 5.5.4 projects, I’d avoid turning off Occlusion Culling as a blanket rule. It’s supported on the Adreno GPU and can be a net gain depending on content, so it’s better treated as a per-project optimization than a setting that should always be disabled.
I tested your guide for 5.5.4, and it works like charm, and build apps for Q3.
(I work on 5.5.4 Oculus fork)
Howewer, i want to share same app (non-VR mode) for Android phones.
So same project, build is successfully, but on phone (phone corresponds all requirements) app closes after 1 sec. (I even tried default ThirdPersonTemplate - no luck).
So, my aim is find Android settings, which will corresponds both Q3 and Android-phones.
So, my questions are:
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In UE docs Set Up Android SDK, NDK, and Android Studio using Turnkey for Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
i found that for 5.5.4 they offer “Koala“ (not “Flamingo“). Why you choose “Koala“ for your guide? Because “it still works“ from previous guides? -
Do you planning release same instruction for 5.6.1 / 5.7.1?
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How to solve my project compatibility with Q3 and Android-phones simultaneously?
5.6 is up: Unreal Engine 5.6.x for Meta Quest VR | Community tutorial
Meta hasn’t shipped the Meta XR Plugin for Unreal Engine 5.7 yet, so there’s no tutorial.
I’m currently not covering Android phones -only Meta XR + Unreal fun.