Issues making Oculus quest 2 to launch

Hi, so It’s been 4 days now I’m try to make my oculus quest to to work with unreal 4.26. I’m using a Mac book, and I followed a tutorial here: Oculus Quest 2 VR Setup for Apple Mac OS X using Unreal Engine 4 UE4 - YouTube about how to set up Mac\oculus\unreal to work. So after downloading android studio, Mac developer hub, set up my oculus in developer mode I started a new project In vr templated and try to get the motioncontroler map to run as a testy try in many different ways I have the oculus appearing in the list for launch so I do launch it and at the end I manage to get it to “running on oculus” but when I put the oculus on I just have a grey screen, there are no errors in the oculus just a completely greay place.
on the log I get this errors:
LogPlayLevel: Warning: WARNING: Excluding Magico_FN/Saved Magico_FN/Config Engine/Saved Engine/Config from clean during deployment.
LogPlayLevel: Warning: WARNING: Deleting APKFileStamp.txt from device; not found in staging area
LogPlayLevel: Warning: WARNING: Deleting NotAllowedUnattendedBugReports from device; not found in staging area

I do uninstall the project form the hub very time I use it, not sure what to do and is getting very urgent for me to fix it. I can’t seam to find whip exactly is causing the issue. Do anyone know how to make this properly work with a MacBook, (it’s been updated to the latest version of big sur)?
as well on other tries, I try to made a normal project and get a vr level in it and try to launch that, I did I don’t even have any actual errors on the log, it look all good, it starts running but once in the oculus all was grey again. not sure what I missing as unreal don’t really say much.
I did try this option as I also have an error with he BP_motioncontroler reporting an bug as you can see in the screenshot saying basically that is not compiling due to this, and I have no idea how to fix it, as this appers straight away from the start f the new project without me doing anything on it.![alt text][1] in the log of the new project I still have error:
LogInput: Warning: Action Jump uses invalid key MotionController_Left_Trigger.
LogInput: Warning: Action ResetVR uses invalid key MotionController_Left_Grip1.
LogInput: Warning: Action Jump uses invalid key MotionController_Right_Trigger.
LogInput: Warning: Action Jump uses invalid key OculusTouchpad_Touchpad.
LogInput: Warning: Use -RemoveInvalidKeys to remove instances of these keys from the action mapping.
Those comes out before I launch it, at the start.

If anyone knows how to fix it, that would be wonderful!

I am sorry to see there are no answers for this. In particular, Unreal Engine does not find the NDK 21b, though I specifically put the path in the NDK configuration. I can link my device through unity and Oculus hub but Unreal can’t seem to find it. The setup is not fully developed for the end-user.

@JayneJacobs007 so do you think there is no actual solution at the moment? I found out that it works fine on 25.4 no working on 26 tho.
I’m thinking maybe I can at least packed the project and tested on the oculus without sharing directly trough unreal. but as I would need to test quite often that is quite inconvenient.

I suspect many that are focused on Oculus Quest are still using Oculus’s branch which hasn’t moved to 4.26 yet.

yea, there is no actual solution yet. I agree completely whit what you are saying.
I moved all my project in the previous version 25.4 and it work fine, no issues there, I recently had another sort to issue due the project been moved to c++ and my mac don’t really agree with the changes and it seems the only way to get this new version to work is to use 26.1, but when i tried again, on a new blank VR setup level to test if the bugs were solved no luck.

i don’t have an issue like yours, the device is connected and I can launch the project but only though the project launcher not from the bottom about you use normally on previous versions, i manage to get the level to show up in the oculus but the hand controllers are based up(i get left-hand instead of right and no reaction to any bottom or trigger), and the teleporting is not working so i can just see the level but not move around while if i doe the exact same thing in 25.4 the hands are working fine all function are available and teleporting works as well.
I think the issues are still in the engine i hope this get fix because i wasting so much time trying to get this project to work properly…

Back again after going to Unity for a month (which set up in 1/2 hr with no issues). I tried again with 4.26. After waiting an hour for shaders to compile (thank you C++), I get no device connected, even every other application had no problem connecting to my oculus namely:

  • Oculus Developer Hub
  • Unity
  • Android File Transfer
  • and adb.

$ adb devices
List of devices attached
1WMHH8256W0385 device

UE needs to simplify and encapsulate complexity for the end-user.
By the time they create complex tutorials, they could have incorporated the steps into the application.

I also followed the tutorial you mentioned, it seemed to work but then I see “No Device Connected”. That script you run in a Library folder to install SDKs is just lame. Why can’t that be incorporated into the Oculus 2 option instead of run manually by the user? Are we trying to sell to Engineers or content creators?

We have been facing similar issues consistently with Mac, Quest2 and Unreal. Following the Unreal tutuorial for “first project” quickstart has never worked.

https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/

  • Following each step to the letter
  • Ensuring Android Studio matches the version of Unreal as per the table of compatability on the Android Studio Instructions.
  • ADB correctly installed, Quest picked up by sidequest etc.
  • Tried 4.24, 4.25, 4.27, 5.01, WHILE ensuring the Android Studio is the correct version WITH a completely clean install of Android Studio each time.
  • ALWAYS issues with NDK libraries DESPITE successful setup.command install

Such a shame, because we developed heaps of stuff for the Oculus Rift, and now we have no choice but to move to Unity.

How about a current working set of instructions for us Big Sur Unreal Quest 2 developers Unreal?