Packaging for Oculus Quest? Documentation?

I need to package a build for the oculus quest and I can’t seem to find any documentation on either the Oculus site or the UE4 documentation site. Does anyone know of any good reference docs for packaging a build for Oculus Quest, or have a good packaging workflow & list of settings?

Hello Slayemin,

If you’re totally new to Android deployment, install the SDK \Program Files\Epic Games\UE_4.2x\Engine\Extras\AndroidWorks\Win64\

You’ll know SDK is working when you can type ‘adb devices’ into your command line and it shows your device.

Be sure to enable unknown sources on the Quest.

From there I’d say it’s identical to the Go. (Make sure ‘Configure AndroidManifest for deployment to Oculus Mobile’ is enabled and deploy/package)

https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-quick-start-guide-go/

Hope that helps!

Update to this guidance for Quest specific instruction over at Oculus…

https://developer.oculus.com/documentation/quest/latest/concepts/unreal-quick-start-guide-quest/?locale=en_US#developing-applications-with-the-ue4-editor

13 - Advanced APKPackaging

I can’t find the option “Configure AndroidManifest for deployment to Oculus Mobile” within the Project Settings - I am using 4.24.1, please see screenshot below.

following the updated documentation from Oculus:
https://developer.oculus.com/documen…the-ue4-editor

  • The updated documentation from Oculus does not explain how to package it?
  • And how to copy the packaged game over to the Oculus Quest?

I was able to launch ADB succesfully - and the Quest device was found. All good.

But from here I am stuck, following the points below.
Launch the Unreal Project on the Oculus Quest

This section describes how to launch your UE4 project so that it can be viewed in the Oculus Quest headset.

  1. Make sure your Oculus Quest is connected to your development PC via the USB cable.

  2. Make sure you have installed and can run the Android Debug Bridge (ADB), and that your PC can see the Oculus Quest using the ADB command adb devices. For more information, see Adb in the Mobile SDK Developer Guide.

  3. In the UE4 Editor, click beside the Launch icon to open Options for Launching on a Device:
    https://scontent-sea1-1.xx.fbcdn.net/v/t39.2365-6/64499946_622041294964644_2473707334916898816_n.png?_nc_cat=109

  4. From the drop down list, select the device you want to deploy to. If you are prompted to save the project, make sure to do so even if you recently saved it. This will ensure that the latest content resides on your Oculus Quest.

  5. In the lower corner of the UE4 Editor, a progress bar indicates the status of the packaging process. If this is the first time you are packaging your project, it could take a few minutes, depending on the size of your project.

  6. When the process is complete, you should be able to launch the project and view it within your Oculus Quest headset.

I know how to package a game for PC. But if I want to package the game for the Quest → do I just need to select Android?
And if that’s the case and after packaging on my PC drive… how to copy the package into what folder of the Quest System so I can launch it from the Library?

I can’t even find a drive for the Quest, like I would see from a USB-Stick or any other device connected.
What am I missing here and doing wrong?

Thank you so much for any little help appreciate it!

da65e25eb744df5f9e27e5fc86b013bc10f37555.jpeg

Same issue for me.
When building a project, process runs through build process then finishes with


PackagingResults: Error: Launch failed! Unknown Error


Error: ERROR: cmd.exe failed with args /c "C:\ProjectLocation\Intermediate\Android\APK\gradle\rungradle.bat" :app:assembleDebug

Happened to me sometimes.
First time was because i supposedly hadn’t accepted the Gradle licence when i installed it.
So i went to C:\NVPACK\android-sdk-windows ools, ran android.bat and reinstalled android support repository and android support library (making sure i accepted all licenses).
I also reinstalled the android sdk and it worked so i can’t tell what was the definitive solution.

If the error persists, Open cmd, go to
C:\ProjectLocation\Intermediate\Android\APK\gradle And run the assembledebug from there. Just type
rungradle.bat :app:assembleDebug
This should work (finish your build and pack it to the .apk) OR give a better error description that might help.

Re–installed, accepted licenses, attempted to run Gradle manually — none had any effect.
Error running Gradle manually was location of Java, checked Environment variable, which points to the correct folder.

Documentation from Oculus seemingly inaccurate.

  • Install CodeWorks for Android 1R6u1 — version provided with 4.24 is 1R7u1
  • Configure AndroidManifest for deployment to Oculus Mobile — no longer present in UI

I’m running into the same problem when trying to launch
Error: ERROR: cmd.exe failed with args /c “C:\ProjectLocation\Intermediate\Android\APK\gradle\rungradle.bat” :app:assembleDebug Is something wrong with gradle? I did (I think) everything everyone said in the forums… can’t launch on 4.23 and up… 4.22 with “Enable Gradle instead of Ant” DEACTIVATED works…

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