I’m working through this as well. Here’s what’s working for me:
- Get the ADB driver for the Oculus Go here:
https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-device-setup-go/ - Follow the directions to install ADB and to put your Go into developer mode.
- Install Android CodeWorks from your UE4 install directory\Engine\Extras\AndroidWorks\Win64
- You’ll likely need to reboot after this.
- After reboot, test that your Go is visible by running adb.exe with the devices keyword from wherever you installed your SDK through CodeWorks. By default, this will be C:\NVPACK\android-sdk-windows\platform-tools. Open a command-line here and type “adb devices” and be sure you see the serial number of your Go listed as one of the connected devices.
- If the Go is listed by ADB as “unauthorized,” check within your Go HMD to see whether a permission dialog requires you to authorize your PC to communicate with the Go, and approve it if needed.
- Generate an Oculus Signature file for the device as described here: https://dashboard.oculus.com/tools/osig-generator/ and place the generated file in your engine directory or project directory as described.
- Construct a test project as described here: https://docs.unrealengine.com/en-US/Platforms/GearVR/QuickStart
- Ensure that the Oculus VR plugin is the only virtual reality plugin enabled for your project. If SteamVR is enabled, by default, disable it.
- By this point, you should see your Go listed in your device manager and the launch list, and should be able to launch to it. Expect the first launch to take a while.
Further info on required setup is available here: https://docs.unrealengine.com/en-us/Platforms/GearVR/Prerequisites
I’ve successfully built a test project and deployed it to the Oculus Go by following these steps.