Hi all,
I’ve been trying for weeks to get a consistent workflow down for Packaging a VR project onto an Oculus Quest 2. Every day I’ve troubleshooted new error messages, but it always seems to be 1 step forward and 2 steps backwards. Now things are just not starting to make sense at all.
I’ve had successful installations onto the device that work perfectly fine, and then decide to never load again until I do a fresh installation. I’ve done this with just a plain cube and a Pawn and I’ll still often have the 3 never-ending white dots of doom.
Anything with more than a cube (including the untouched UE VR Demo project) and it’s completely hopeless…
Here are the main two errors from preventing me to package the VR Expansion Plugin Demo project, that I’m unable to find a trace of anywhere.
" Error: MapFormatSupport: R64_UINT is not supported with VkFormat 110 "
" Error reentered: Assertion failed: IsInGameThread() [File:D:/build/++UE5/Sync/Engine/Source\Runtime/Core/Private/Misc/OutputDeviceRedirector.cpp] [Line: 277] "
Repeatedly packaging (definition of insanity…) occasionally doesn’t bring these errors up, but again, when attempting to run on the device I’ll just have a never-ending loading screen and eventual eery darkness
Quick Launch straight to the device whilst connected with a wire is the same thing. VR Preview doesn’t even work at all for me in UE5, it simply remains greyed out despite my device being listed and connected in the Device Manager, and despite the fact VR Preview works absolutely fine in UE4!
I’m doing this as part of an upskilling program at my job, so I’ve had the privilege of trying 3 separate Quest 2 devices all with similar results, therefore it’s unlikely to be a headset hardware issue.
Bar those 2 errors mentioned above that pop up now and again (specific to the VR Expansion Plugin project), I’m at the point where I’ve cleaned up all of the other error messages, yet my project, however big or small, simply. will. not. run!! Making it very difficult to troubleshoot from here onwards…
It all seems incredibly volatile and there’s really nothing out there that goes through the whole process in detail. I’ve tried the few tutorials there are online and I’ve gone through the basic UE documentation (Oculus Development Requirements, Android Packaging etc), each time encountering new problems, then going down a seemingly bottomless rabbit hole of new issues specific to that tutorial, repeat x100. I understand there are multiple factors at play - drivers, sdk’s, project settings, asset optimisation… but things like installing near 10 year old discontinued JDK’s because it “just works” seems nonsensical. Not that I expected it to be easy either, just make a little more sense!!
If anyone has some advice or magic to share then that would be greatly appreciated as my sanity is starting to dwindle!!