QUEST: Custom SkeletalMesh/Anim not working

Hey all, I’m trying to have an animated skelatal mesh in my Oculus Quest level.
When I preview my scene on my PC with my Rift, all is well.
When I launch to Quest, my game instantly crashes and spits out these errors in log:

LogStreaming: Error: Couldn't find file for package /Engine/Animation/DefaultAnimCurveCompressionSettings requested by async loading code. NameToLoad: /Engine/Animation/DefaultAnimCurveCompressionSettings
LogStreaming: Error: Found 0 dependent packages...
LogUObjectGlobals: Warning: Failed to find object 'AnimCurveCompressionSettings None./Engine/Animation/DefaultAnimCurveCompressionSettings'
Fatal error: [File:C:\UnrealEngineOculus\Engine\Source\Runtime\Engine\Private\Animation\AnimationUtils.cpp] [Line: 2255]
Couldn't find default curve compression settings under '[Animation.DefaultObjectSettings]'
Assertion failed:  [File:C:\UnrealEngineOculus\Engine\Source\Runtime\Engine\Private\Animation\AnimationUtils.cpp] [Line: 2255]
 Couldn't find default curve compression settings under '[Animation.DefaultObjectSettings]'
LogAndroid: Error: === Critical error: ===
LogAndroid: Error:
LogAndroid: Error: Fatal error: [File:C:\UnrealEngineOculus\Engine\Source\Runtime\Engine\Private\Animation\AnimationUtils.cpp] [Line: 2255]
LogAndroid: Error: Couldn't find default curve compression settings under '[Animation.DefaultObjectSettings]'
LogAndroid: Error: [Callstack] 0x00000000D2F39B5C (0x0000000005A98B5C) libUE4.so!FAnimationUtils::GetDefaultAnimationCurveCompressionSettings()  []
LogAndroid: Error: [Callstack] 0x00000000D2FC76E0 (0x0000000005B266E0) libUE4.so!UAnimSequence::UAnimSequence(FObjectInitializer const&)  []
LogAndroid: Error: [Callstack] 0x00000000D13E15DC (0x0000000003F405DC) libUE4.so!UClass::CreateDefaultObject()  []
LogAndroid: Error: [Callstack] 0x00000000D1562B30 (0x00000000040C1B30) libUE4.so!ProcessNewlyLoadedUObjects()  []
LogAndroid: Error: [Callstack] 0x00000000D0786350 (0x00000000032E5350) libUE4.so!FEngineLoop::PreInit(char16_t const*)  []
LogAndroid: Error: [Callstack] 0x00000000D07717B4 (0x00000000032D07B4) libUE4.so!FEngineLoop::PreInit(int, char16_t**, char16_t const*)  []
LogAndroid: Error: [Callstack] 0x00000000D07706B4 (0x00000000032CF6B4) libUE4.so!AndroidMain(android_app*)  []
LogAndroid: Error: [Callstack] 0x00000000D077F904 (0x00000000032DE904) libUE4.so!android_main()  []
LogAndroid: Error: [Callstack] 0x00000000D079F22C (0x00000000032FE22C) libUE4.so![Unknown]()  []
LogAndroid: Error: [Callstack] 0x00000000F31058D4 (0x00000000000478D4) libc.so![Unknown]()  []
]LogAndroid: Error: [Callstack] 0x00000000F30D7FE6 (0x0000000000019FE6) libc.so![Unknown]()  []
LogAndroid: Error:
LogAndroid: Error:
LogAndroid: Error:
LogAndroid: FAndroidMisc::RequestExit(1)

link text

I don’t know how to fix it (or even where to look to fix it).

Thanks in advance!

LogStreaming: Error: Couldn’t find file for package /Engine/Animation/DefaultAnimCurveCompressionSettings requested by async loading code. NameToLoad: /Engine/Animation/DefaultAnimCurveCompressionSettings

Packaging Settings for the Project would be a good start. I thing there is a checkbox for EngineContent.

A big special Thanks to fellow Oculus Quest User tmcraig008

Under the build section of Platforms > Android, only tick:

Support Arm64

Support OpenGL ES3.1

Launch using the project launcher, go into advanced settings and launch by the book.
It should work.
For some info as to why [check out my post about this here][1].

289669-3.jpg

Same issue. This is a pretty bizarre one. It all started when I added a marketplace animated pigeon skeletal mesh to my map. Since then I’ve tried :

  1. Deleting the pigeon
  2. Adding the engine/animations folder to the ‘always cooked’ list
  3. duplicating the engine asset into my project’s content folder and updating the assignment in the animation sequence.

Nothing seems to work. Super weird. I’ll keep you posted if I find a solution!

Scratch that, it looks like duplicating the engine asset to my content folder and updating the animation sequence does work. I’m not sure if this is ideal for your purposes though. Just throwing it out there :slight_smile:

Might be better than having to cook a bunch of engine stuff , tho

It’s going to work because your configuration is development. Change it to shipping or debug and it will likely break again. Development includes editor stuffs :slight_smile:

Just tested it out, my project works during shipping, So I can’t imagine why it won’t work on any other type of build.