Ok, for the life of me, I just can’t get those settings to appear. Funnily enough, those settings do appear in the Preview 5 version of 4.7 from Epic, so I really don’t understand what I am doing wrong. Do I have re-download the whole source and compile again? Cause that is just such a huuge pain, specially given GitHUb’s patchy servers. They just keep failing all the time. Someone help me out I need to have a demo ready by tomorrow
Right, some progress to report with Epic’s 4.7 preview 5
It actually deploys on the gear, but then the app crashes saying “Mobile has closed unexpectedly”
I am trying it out on the Mobile Temple project, btw.
Any hints?
- Go to Project Settings > Android > Advanced APK Packaging and add <meta-data android:name=“com.samsung.android.vr.application.mode” android:value=“vr_only” /> (To bad they automated the Manifest production)
- In the same category, a few lines below, add android.permission.CAMERA to the Extra Permissions
That is what got them to show up for me in Preview 6.
Hey everyone if there is anyone having trouble with the gear vr integration I highly advise to use the instructions that JJ Hoesing posted and not the ones earlier most of those instructions have been streamlined with JJ’s new build. You also need to use the 4.7 build from Github not the preview versions from the launcher.
So I’m testing out base template levels and adding assets to check at what point the fps drops. Currently a default level runs at 60 fps but is capped at 60. Does anybody know how to break this cap or is Gear vr limited to 60fps like dk2 is limited at 75fps?
Gear VR is limited to 60FPS.
So on further investigation, I found that I have API 19 installed, which is linked to 4.4.2, but the Note 4 has 4.4.4 on it. Could this be the reason why the apps keep crashing? Do I need to update he API I have to API 20?
mdhananjay what was your installation process my note 4 runs on 4.4.4 and I have it on 19. Did you install your osig file into the build/android/java/asset directory. My project wasn’t compiling because I had forgotten that. https://developer.oculus.com/tools/osig/
Hi Luis,
I have installed my osig file in the same folder in the engine directory. The thing is, I tried to launch the same app in normal mode on the note4 and it still failed saying that the app shut down unexpectedly. At this point I am simply we trying to launch Epics Mobile Temple demo, so I literally don’t what’s going wrong
did you build from source?
Tried both…building from source and the Preview 5.
I dont think preview 5 works. Did you follow JJ’s instructions step by step? What was your process? Maybe try just the FPS template level
Hey all I’m having a weird problem with the gear. I am in a default level (the one with just a platform) I bought some assets from the marketplace and I threw them into the scene to test FPS and cuz I want to see a wyvern in the gear vr :). The problem I’m having is when I open the level on the gear the meshes are not in the game. They’re collision boxes are there and for the meshes their entire body is a collision mesh that I can run into in the game but cannot see. Has anyone run into this? I also saw when I package out the log output gives me a logScript warning here it is… So I definitely know something is happening with my Wyvern BP but I have no idea why…
LogScript:Warning: Accessed None ‘CallFunc_TryGetPawnOwner_ReturnValue’
WyvernAnimBP_C /Engine/Transient.CharacterMesh0:WyvernAnimBP_C_153
Function /Game/Wyvern/Animations/WyvernAnimBP.WyvernAnimBP_C:ExecuteUbergraph_WyvernAnimBP:012B
LogScript:Warning: Accessed None ‘CallFunc_TryGetPawnOwner_ReturnValue’
WyvernAnimBP_C /Engine/Transient.CharacterMesh0:WyvernAnimBP_C_153
Function /Game/Wyvern/Animations/WyvernAnimBP.WyvernAnimBP_C:ExecuteUbergraph_WyvernAnimBP:0077
LogScript:Warning: Accessed None ‘CallFunc_TryGetPawnOwner_ReturnValue’
WyvernAnimBP_C /Engine/Transient.CharacterMesh0:WyvernAnimBP_C_153
Function /Game/Wyvern/Animations/WyvernAnimBP.WyvernAnimBP_C:ExecuteUbergraph_WyvernAnimBP:00A2
LogScript:Warning: Accessed None ‘CallFunc_TryGetPawnOwner_ReturnValue’
WyvernAnimBP_C /Engine/Transient.CharacterMesh0:WyvernAnimBP_C_153
Function /Game/Wyvern/Animations/WyvernAnimBP.WyvernAnimBP_C:ExecuteUbergraph_WyvernAnimBP:012B
LogScript:Warning: Accessed None ‘CallFunc_TryGetPawnOwner_ReturnValue’
WyvernAnimBP_C /Engine/Transient.CharacterMesh0:WyvernAnimBP_C_153
Function /Game/Wyvern/Animations/WyvernAnimBP.WyvernAnimBP_C:ExecuteUbergraph_WyvernAnimBP:0077
LogScript:Warning: Accessed None ‘CallFunc_TryGetPawnOwner_ReturnValue’
WyvernAnimBP_C /Engine/Transient.CharacterMesh0:WyvernAnimBP_C_153
Function /Game/Wyvern/Animations/WyvernAnimBP.WyvernAnimBP_C:ExecuteUbergraph_WyvernAnimBP:00A2
Is the Gear VR support only in the Git build or also in the 4.7 I can get with the launcher?
I havent tried using the launcher but if you follow JJ’s instructions from earlier you will be able to package out to the gear.
Hoorah! Finally got it working, the temple demo too. Thanks guys!
Good stuff mdhananjay! What did you do differently?
I have it building to Gear fine with example/blank projects, but when I take my 4.7 project, convert it, and install it to try on Gear - it only shows up in the left eye. The left eye is then split in half like the whole screen should be. So both the left and right eye show only in the left eye and the right eye is purely black.
Any idea what could be causing this?
It runs perfectly fine on DK2 btw.
Fixed Edit: For anyone that might run into this, changing target hardware in project settings to “Mobile/Tablet” and “Scalable 3D or 2D” fixed this.
Has anyone tried it on Preview 8? I am getting app has quit unexpectedly
How does it work, placing your osig file in Engine\Build\Android\Java\assets? I built using latest source and it has some rendering issues I’ve posted on the 4.7 preview post and have on answerhub, but otherwise it seems to work fine.