I’m developing for Quest 1 on UE4 4.23, and I concur with the settings provided by [USER=“3177209”]Kirill Ragozin[/USER]. Specifically, I was previously successfully packaging with
Here are my settings, deployed to quest (1), using Vulkan! My project is still pretty much empty, but hey - it works!
For reference, I couldn’t get ‘mobile multi-view’ to work with opengl in a previous engine release (4.25.1oculus), this is using the latest 4.25.4-oculus 1.55 v23
Mobile - 4x MSAA
Mobile MSAA [on]
Forward Shading [off] - This option is only relevant if you’re doing a desktop build and/or want to preview msaa while using SM5! The mobile renderer supports msaa
Instanced Stereo [on]
Mobile HDR [off] - If this is on, the Vulkan Preview works (if mobile msaa is also on, otherwise it needs to be off for the preview not to crash the editor)
Mobile Multi-View [on]
Important note:
The Vulkan preview crashes the editor if mobile msaa is enabled! However it deploys to Quest and the game works (along with msaa and, hopefully, multiview)! It will be a bit more difficult to preview the graphics, but I’ll rather walk the Vulkan path and hope for the best.
Im now having this Issue in UE5, I cant revert back to 4 as I was having waay more issues with that with other things. Works fine in VR Preview, but then after packaging… nothing
and yes ive tried these settings, but armv7 isnt even an option in ue5, also, the vr template would package fine, which has the lumen settings on… so really confused now
Whether Lumen is enabled or not doesn’t matter as it doesn’t work w. the Forward Renderer or on Android. Are you able to launch a new VR Template in 5.0 to device?