Hello!
I’d like to start porting my test levels over to the Oculus Quest. I’m currently using 4.25 and have followed these instructions for getting the proper version of Andriod SDK and NDK installed:
For some reason, i was unable to get the NDK installed - i’m doing this on an AMD 3970X Threadripper. Additionally, i have an Intel laptop where i had installed this same version of Android SDK back in February, and copied over these three missing folders (licenses, lldb, and ndk). So now when i attempt to launch, i get an error in the Output log that says “Windows SDK must be installed in order to build this target.” Huh? One other item i noticed - my Quest is not longer showing up in the Launch menu? I don’t know what happened, but my adb command is no longer working in a Command window as well. Previously, i had installed NVIDIA Codeworks for Android per this year-old youTube video, How to Build for Oculus Quest using Unreal Engine - YouTube, but then found the above link that was more recent and followed those instructions.
I’m all over Google and youTube trying to find answers. Has anyone gotten this to work? It would be great if we could have a more official, step-by-step tutorial, as anything found online is often outdated. What would be the best way to avoid confusion and frustration every time a new build is released?
I’ve attempted to use this updated link specified, and still getting errors:
I uninstalled Android Studio and all associated folders. Reinstalled, following the directions. Did the whole “create repositories.cfg” and “remove lldb;3.1” steps and ran the SetupAndroid.bat script.
This time, i was able to accept the “Y”, but then i get “Update Failed. Did you accept the license agreement?” LOL. This is a joke, right?
Anyhow, i still can’t run adb. I get ‘adb’ is not recognized as an internal or external commend, operable program or batch file, HOWEVER, it’s clearly been installed at C:\Users\Steve Talkowski\AppData\Local\Android\Sdk\platform-tools
I don’t get it. Why is the environment variable not working? Plus, i have no idea how to properly set it.
Can someone please help? Thx.
I’ve just manually added the environment variable to my path, and can now run ‘adb devices’ and see the Quest is attached and it’s device number. However, it does not show up in UE4 when dropping down the arrow just right of the Launch icon. It’s not visible in the Device Manager, and I can’t add it as an Unlisted Device either. Any ideas on why it’s not showing up?
Hi Steve! It’s Andrew here. How’s things? I’m trying to get things running now too, and there’s a ton of changes with 4.25. It’s all kinds of new, and I’ve got broken things now as well.
To address your last question, if it’s not visible to UE4, it’s probably because the HMD has an option to “allow access” that hasn’t been pressed.
First, in your phone’s oculus app you need to go to settings for the hmd. Select the device in the list and hit “More Settings”. Then choose “Developer Mode”
Then unplug and plug the headset back into your computer (usb). When you look in the headset, you should see a popup asking you to allow that computer to access this device. Select always allow, and confirm. From now on, when you attach your hmd, you should see that become an option in Unreal in the Launch dropdown.
Let me know if that helps, and feel free to give me a shout via email if you have any questions!
Andrew
I nuked my NVPACK folder per the instructions at Setting Up Android SDK and NDK for Unreal | Unreal Engine Documentation
ADB stopped working and my quest no longer appeared in the ‘launch’ dropdown
Thanks for the tip about adb being installed at ‘…\AppData\Local\Android\Sdk\platform-tools’
I pointed an environment variable there and ADB works and quest appears. (A bit of a gotcha though - just editing the PATH (adding path with another semicolon) did not work, I needed to open PATH then click ‘new’)