Single/Multiplayer, Touch & Vive blueprint only Template

More infos:

UPLOADING APP BINARIES TO OCULUS DASHBOARD
IMPORTANT:
In PLUGINS’ UNCHECK STEAMVR AND STEAM SUBSYSTEM
DEVELOPING FOR OCULUS GO AND QUEST
We recommend to do the following steps: [ol]
[li]Package for Windows-64 bits[/li][li]On the Oculus Developer Dashboard[LIST=1][/li][li]Create a Rift App[/li][li]Copy/ Paste App ID into GameEngine.ini RiftAppID=[/li][li]Upload package (new binary) to a channel (not Store Channel) via browser or Unreal Oculus Windows Platform Tool[/li][li]Set the Matchmaking Mode in the Developer Dashboard to:[/li][/ol]
[/LIST]

3.Create a keystore for Android

4.In Unreal, VR Preview, Stop; in output log, copy AvatarID
5.{QUEST ONLY} In MainMenuPC/Settings, paste it in Oculus Quest Dev Avatar ID
6. Ensure settings are correct for GearVR/Go in ProjectSettings, set keystore infos
7. Package for SHIPPING for Go/Gear VR, Android ASTC
8. On the Oculus Developer Dashboard
Create a GearVR/Go App
Copy/ Paste App ID into GameEngine.ini GearVRAppID=
Upload package (new binary) to a channel (not Store Channel) via Unreal Oculus Platform Tool
Each of your apps will currently have a different app-scoped ID for a given user. In order to enable them to co-mingle, you need to first set up an app grouping (see documentation). This allows both apps to be speaking in terms of the same user IDs. Group together Rift App and Go/GearVR App via App Grouping
9. {QUEST ONLY} Ensure settings are correct for Quest in ProjectSettings
10. {QUEST ONLY if no access to Quest API} In MainMenuPC/Settings, check Use Oculus Avatars with Quest without Quest API

Following this, you’ll be able to use Oculus Avatars with all Oculus headsets, and cross-platform with Windows and Mobile headsets.
Developer without access to Quest API cannot use Oculus platform features, including multiplayer.
How can I access Quest API?
Your game pitch has to be greenlighted by Oculus before accessing Quest API. Business/Educational users will be able to access much of Oculus platform features via the Go and Quest Entreprise Edition software suite, available in Q4 2019. More infos at https://www.oculusforbusiness.com/

REPORTED ISSUES AND BUGS (UNREAL 4.22.

PATCHED: A CUSTOM SOLUTION EXISTS
FIXED: FIXED IN NEXT UNREAL VERSION
NOT FIXED: NO KNOWN SOLUTIONS [ol]
[li]Retrieve Oculus ID and Verify Entitlement fail on Go/Quest[LIST=1][/li][li]STATUS: PATCHED[/li][li]Reference: https://developer.oculus.com/bugs/bug/2343978258981741/[/li][li]See " I want to develop for Oculus Quest and/or Go "[/li][/ol]
[li]Entitlement fail on Quest if no access to Quest API[ol][/li][li]STATUS: PATCHED[/li][li]See " I want to use Oculus Avatars on the Quest, but I don’t have access to Quest Platform API “[/li][/ol]
[li]PlayDynamicForceFeedback has errors when nativizing assets[ol][/li][li]STATUS: PATCHED[/li][li]Reference: https://answers.unrealengine.com/questions/831405/playdynamicforcefeedback-node-in-420-fails-to-cook.html[/li][li]See " I want to nativize assets without errors when compiling”[/li][/ol]
[li]Oculus Go/Quest : No VOIP / or no LipSync with Oculus Avatars[ol][/li][li]STATUS: NOT FIXED[/li][li]Reference: https://developer.oculus.com/bugs/bug/471102320355137/[/li][li]Background infos: Android only allows access to the microphone from a single process. This wasn’t an issue when networking avatars previously, as the mic input wasn’t being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes. Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros. So either there’s no networked audio, or no blend-shapes.[/li][/ol]
[li]Multiplayer Oculus Avatar is broken with latest Oculus Avatar Plugin[ol][/li][li]STATUS: PATCHED[/li][li]Use included Avatar plugin[/li][/ol]
[li]Oculus Rift / S: Enabling Splash in Project Settings / Oculus Settings crash when loading next level[ol][/li][li]STATUS: PATCHED[/li][li]Use blueprints to Set and Show Splash Screen[/li][/ol]
[li]SteamVR crashes if using Splash Screen[ol][/li][li]STATUS: FIXED IN 4.23[/li][li]Reference: Unreal Engine Issues and Bug Tracker (UE-62486[) 4.22, don’t use Splash Screens with SteamVR[/li][/ol]
[li]Stereo Layers are transluscent in ES3.1 (Oculus Go/Quest) / Vulkan (Oculus Quest)[ol][/li][li]STATUS: NOT FIXED[/li][/ol]
[li]Performance issues when a Render target is added to Spectator screen (VR) in a packaged game[ol][/li][li]STATUS: FIXED IN 4.23[/li][li]Reference: Unreal Engine Issues and Bug Tracker (UE-70352[) 4.22, don’t use Spectator Screens[/li][/ol]
[li]Cannot access Oculus Quest platform features[ol][/li][li]You have to be greenlighted by Oculus before doing so[/li][li]Oculus Business users will have access to Business Suite Q4 2019[/li][/ol]
[/LIST]
So this is all I can think off right now. Update git on monday!