Gear VR support?

To test out that theory I’d like a way of getting my app to show up in Oculus Home first. Anybody have an idea on how to go about that?

As I recall when I spoke with Oculus, they mentioned something like a config file that you have to edit for apps that are compatible to show, but that was before it was out in the wild, and I don’t know if they have changed it. It basically needs to be added with a thumbnail to an “Approved” list.
Regardless it’s an Oculus question, not an unreal one, as any application would have this issue.

-Derek

The steps I took:

the same result as everyone else it seems who did not use a Github source build - no stereo - seems slightly less then 100% of the left side is visible (and no motion tracking it seems I might add)

So did anyone manage to get gearVr working from 4.7 binary??

screenshot:

EDIT I’m wondering now if this might be Note 4 model related? - I’m testing with my Exynos model which has a different GPU from the Snapdragon model …

I did use the github source build and I have no stereo. Hopefully this will be addressed in the near future with a template.

Hey Everybody,

Just wanted to let everyone know that we will be starting to work on the Gear VR after next week is over(Some of us are going on a post GDC vacation). Unfortunately at this time I do not have an ETA on when it will be done with the guide, but we will be starting on it sometime this month. If there is anything that you find yourself really struggling with when it comes to Gear VR please respond with your issues to this thread and we will see what we can do about addressing those issues in the Gear VR guide. Sorry I can not give you a firm date on when it will be done but I just wanted to let you all know that we do have something in the works.

Cheers-

Sam Deiter

I’m curious about how input works on the device, specifically the built-in touchpad and back button. There is some weirdness currently with how events are fired. More details on my question here.

I hope the guide goes over some guidelines for performance and ways to profile the device.

I posted a few questions in this thread that may or may not be worth addressing.

I would love to see the Exynos Note 4 be supported for Unreal’s Gear VR implementation. As right now the render thread freezes after the first 2-3 seconds of rendering. I know the Exynos isn’t “officially” supported by Oculus yet, but all the apps in the Oculus Store work on the Exynos just fine for me. Unity works just fine on the Exynos. The future Gear VR models will be Exynos based so I think it will be a good idea for Epic to support them before launch.

Can’t wait for Gear VR support. We like to enter the oculus competition next month.

I was able to publish to the Gear; but is says “unexpected shutdown of the app” when I plug it in.
(I can’t find a way tor run my app; when already in VR mode)

Anyway looking forward to an update

Thanks !!

This behavior can happen if you haven’t properly placed your Oculus signature file.

Thanks for the reply sinoth

I have it in the “assets” folder as described … is there something more I can check ?

The only other time I’ve gotten a crash is when I forgot to enable the Gear VR plugin. Other than that, not sure!

I am getting this when I try to package for gear vr - UnrealBuildTool: ERROR: Can’t make an APK without an API installed (see “android.bat list targets”)

can anyone help???

Hi Polemos,

can you build standard Android Applications? Do you have the Tegra Development pack installed (https://developer.nvidia.com/tegra-android-development-pack) and have you set up everythingh in the Project Settings > Android SDK panel?

If you can build Android Applications in general, make sure to use the downloaded Android SDK manager (SDK Manager.exe) to get the API Level 19 Android. Gear VR applikations have to be build with 19 for now.

I have it working now; probably I was sloppy in the [projectname]

thanks for the support MarcelBlanck! - I ended up getting it to build but now I have an issue where I run the app I put on the gear headset and it takes a while then just goes to the Samsung marketplace - but it wasn’t doing this in the beginning can app size cause it to take along time to load and then Samsung just starts its marketplace because of a time lapse or anything like that?

I’ve got my first build up and running thanks to the youtube video.

Things to note:

the tegra kit required more than just 2013 express visual studios, I had an installer for professional through msdn that I was able to get so that got worked out. It may have been a specific part of the package that needed it, but without more specifics on what was actually needed for gear development I didn’t want to uncheck anything.

I ignored using the github program and just downloaded 4.7.5 straight from the releases, made things a little more manageable for me YMMV

This was the first time I’ve ever encountered a filepath error, it was too many folders in, over organization is a real thing!

Other than that, following the video got everything working right off the bat. I have the FPS demo loaded, it worked with my iMpulse controller right off the bat(movement, and jumping at least, firing only worked with the touchpad), next is onto porting my world generation code and building more assets!

Also: for some reason the text “First Person template” is hidden in the left eye when you get close to it. Any idea what could cause that?

I had the same error in mine, including other issues with text rendering.

Do you guys have mobile HDR enabled?

No I don’t. I’ve also tried disabling occlusion culling and messing with the lighting, but it doesn’t seem to help.

I may have found a solution: GearVR TextRenderActor disappearing issues - XR Development - Unreal Engine Forums