How to package your VrGame for SteamVr/Oculus

Yes, see… let’s start over. This is the whole problem.

Was working in 4.20.3. For Rift. Epic Branch. Everything was good.
I tried to update to both Oculus and Epic branch of 4.21 with this specific project. When using the VRBlueprints and the VRPawn that Unreal provides, there are certain calls to SteamVR inside of it for chaperone and other things. So, you have to keep SteamVR enabled for that stuff. If you package an eye for the Oculus Store, it will create an OpenVR folder in third parties, which has a openvr_api.dll file inside of it. You CANNOT upload to the Oculus store with openvr_api.dll inside of your package. It won’t allow you to. SteamVR Plugin is what adds openvr_api.dll to the package. In 4.20.3 I was able to just manually delete openvr_api.dll after I packaged, then uploaded the package and everything worked fine.

This is where the problem came in. In 4.21, if I do exactly the same, manually delete openvr_api.dll, the game will not launch. So, I said, okay, I need to remove openvr_api.dll prior to packaging, how do I do this? I have to disable SteamVR Plugin. I do that, now openvr_api.dll is gone. I also had to remove some calls to Steam Chaperone and other things in the UE4 VRPawn blueprint to get the blueprint to compile correctly. After doing ALL of this, I package, but now it doesn’t load into the Rift at all. Nothing. Just idles on the desktop. All other options are identical.

I wasted a lot of time with it last week. Over the weekend I decided to just rollback to 4.20.3, because I don’t need 4.21 right now on Rift, and everything now seems to work again perfectly fine.

I’m also using the Oculus 4.21 branch to dev for mobile now as well, but keeping my Rift project on 4.20.3 because it all works and nothing breaks that way. I hope this clears up my post. I never found a solution, but decided to rollback instead. Thanks for trying to help.

Cheers.