Hi all, I’m struggling with publishing my content to the quest.
When I first published it to the Quest, everything worked fine except the materials. Because my project had grown further and I don’t wanted to overwrite my first “success”, I started a new VR template with the same settings as before but with standard materials and published it to the Quest and now it only shows a black screen in the Quest. I’ve tried all the suggestions I’ve found in the forum here and in the Quest forum, youtube videos and so on, but nothing seems to help.
I’ve tried to attach the output log, but text.files are invalid (?)
some infos:
maps & modes: editor startup map and game default map set to motion controller map (but I tried also to set the game default map to the start level)
Mobile HDR is not active
app size inside the Quest: 197 MB
The last lines of the Output Log:
LogPlayLevel: BUILD SUCCESSFUL
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 31.062669
LogPlayLevel: AutomationTool exiting with ExitCode=0 (Success)
LogPlayLevel: Completed Launch On Stage: Post Launch Task, Time: 0.000010
LogPlayLevel: Launch On Completed. Time: 356.307903
LogTcpMessaging: Discovered node ‘003A9F2008D84917B52C35F2CFD56DC6’ on connection ‘127.0.0.1:6666’…
Please, can anyone help? I’m running out of ideas.
We have been having the same issue or close to it with Quest. It’s because it’s not putting the .OBB onto the device. This is where we’re stuck though because the manual solution is not a solution for us because we send our clients the files with the .BAT installation, which is currently only working 10% of the time.
Thanks for sharing your solution! Glad you made it! I have tested my former version again to figure out, if a software I’ve installed later could be the problem. But this version was published without black screen and is running, so there might be another problem. Still testing and comparing the settings…
Hello! in this case the manual solution would be to place the .obb in the device? If so, would you please tell me what would be the correct way to do so and in what folder? I’m making tests for a port so a temporary manual solution would work for me thank you
I found that I just needed to search for SDK manager to get to that tab. Sorry to say, this did not resolve my black screen issue when launching to quest.
I had the same issue, I was able to resolve it.
For my situation, these 4 things were my major obstacles:
Obtain Android Support for the project:
In the Unreal Editor, File>Package Project>Android>Android (ASTC)
A folder select box will appear, then you will navigate to your project directory location on your storage media, then navigate within that folder to Build>Android folder and select the ‘Android’ folder.
It will take a little bit to conduct the Packaging and Compile the shaders.
Make sure the checkbox for Android is checked in the Supported Platforms for the project. In the Unreal Editor, Edit>Project Settings>Supported Platforms…
Limit the Android SDK to version 25 in both Android Studio and in the Project Settings in Unreal.
In Android Studio navigate to the SDK Manager via Welcome Form>Configure>SDK Manager
Make sure Android 7.1.1 (Nougat) API Level 25 is the only SDK Package installed (not sure this necessary as I did not test with other/additional variants beyond a successful Launch).
In the Unreal Editor, Edit>Project Settings>Platforms>APK Packaging
Minimum and Target SDK both set to 25.
Ensure the Advanced APK Packaging settings are correct
In the Unreal Editor, Edit>Project Settings>Platforms>Advanced APK Packaging
Click the + next to ‘Package for Oculus Mobile devices’; Set array index 0 to ‘Oculus Quest’
‘Remove Oculus Signature Files from Distribution APK’ is checked
Thanks for the help Kirk, but sorry to say this did not resolve my issue. I have tried both limiting the SDK to just 7.1.1, and limiting to the ones in the image above, 9 and 8 (both 8s.) My build fails with the error ;
ERROR: cmd.exe failed with args /c
When I don’t use the latest SDK in studio. From what I can tell, this black screen issue is caused by a number of issues. This is making it immensely difficult to troubleshoot. It’s a long list if I try to spell out everything I have tried, and with all the variables in play I am feeling pretty hopeless at this point.
I have honed in on exactly what the problem is, and it doesn’t match anything I have seen online so far. The context is that I am trying to install my build on a friends headset, from his PC. We are using the APK becuase we were having problems with the BAT file not finding the Android SDK since that path is baked into the build from what I can tell (In the Android packaging settings in Unreal). So my exact question is how do I get the APK to work, that would solve our problem. OR, how do I manually tell the PC to use a local location for the SDK, and not the one that is in the package (if that is even possible).
@Tera Victor, in case this works for you like it worked for metagrafox, I took the .obb file that Unreal spits out after building a package and place it on the headset manually after the apk installs. It goes into a folder called “obb” on the head level of folders on the headset. In that folder, if you don’t see a folder with your Android Package Name, make a folder that matches that setting in your Unreal project. It can be found under the Platforms>Android section of your project settings, and is usually com.YourCompany.[PROJECT]. (Don’t literally type project, type in your project name, and whatever else you have in that section of your settings).
Then you place the obb file in there. What is happening for me is that I no longer get a black screen, but it crashes immediately. So I am troubleshooting this new path and hope to get it running soon.
@ Thank you! my temporary solution was to package everything in the apk and use no .obb, but of course that it’s not a real solution as you cannot publish an apk that weights more than 1gb in the Oculus store, so I will certainly check on what you mention and see if that works for me
I have the same issue but I think we are all wrong: it’s not black!!!
It’s not lit, I can see all the emitting materials.
If i change any material on my game plugging the albedo in the emission the texture and objects become visible.
The luck wants that I have an emitting neon and a fake light clearly visible since the beginning, the material is extremely simple (only a standard material with a white 1,1,1 plugged in the emission slot, I’m in the first steps).
If I’d not have that I’d thought it’s something broken, but luckily I’ve always been sure that it works (I can move around and everything work fine, except textures that are pitch black)
Please, can everyone try this? I think it could help us to find out the reason, if I’m rights (and in my case none of the above fixed, it’s two days that I try and I’m going crazy).
I discovered the error, but not the solution.
As mentioned above, all game assets are loaded, but the problem is in the lights that are not loaded, (the lightmap is not loaded, and the [_BuiltData] file is not generated, this is the file that saves the bake lights.
When I activate the Vulkan or ES 3.1 display
and when I put a new light on it doesn’t say that it needs to compile the lights and just iguinora.
Does anyone know how we can do to force him to compile the lights?
Hi, I know the post is very old but I still have the problem with UE5. But I found out that it could be related to the OVR Plugin. If it’s turned off than I can run the game with no problems. I still try to find why it is like that…not found the bottom of the problem so far :-/. (UE 5.0.1 // OVR Plugin Version 1.59.0)