I did saw the new video you’ve shared and immediately realized what is wrong. To be sure I downloaded your project, but did not open it since it wants to build 10,000+ shaders. But, this confirmed it for me:
In your .uproject file you have:
{
"Name": "OculusXR",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/8313d8d7e7cf4e03a33e79eb757bccba",
"SupportedTargetPlatforms": [
"Win64",
"Android"
]
},
Which confirmed what I thought at the first glance. The culprit is Meta XR plugin. You have two ways to deal with this:
- Disable Meta XR altogether.
- Use the correct OpenXR backend and hand-tracking system
I have a specific video dedicated to this: https://www.youtube.com/watch?v=BWd3MwtfTJE
I will soon release a new video for packaging 5.6 projects combining everything in this video and this video together.