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

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:

  1. 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?

  2. Do you planning release same instruction for 5.6.1 / 5.7.1?

  3. 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.