Single/Multiplayer, Touch & Vive blueprint only Template

Hello,

I’ve managed to compile UE4.22 with the adjustments as described in the PDF, as well as the template.

When launching the template project on the Quest however, it deploys the application to the device but the application closes instantly. In the bottom right corner I get a “Launch complete” message, instead of it remaining in the “Running on quest…” state.

When trying to run the deployed application via the Library in the quest dashboard, I am getting the following error: " keeps stopping". Installing a packaged version via ADB results in the same " keeps stopping" error while trying to start the application.

I got the Epic VR template running on the Quest, so I am guessing I it has something to do with the projects settings? Any idea what I might be missing? Or does it perhaps have something to do with the pp materials not being supported as mentioned in this post:

Thanks,
Danny

Are you using the oculus subsystem + avatars?

I didn’t have those plugins enabled. Enabling them seems to result in the exact same behavior though.

Besides some warnings about materials exceeding the 16 samplers limit there don’t appear to be any errors in the output log while launching.

Here is the final part of the log:

LogPlayLevel: 98%] /sdcard/UE4Game///Content/Proteus_Multi/ViveControllers/Skins/Skin_Tron_Clu.uasset: 100%
LogPlayLevel: 98%] /sdcard/UE4Game///Content/Proteus_Multi/ViveControllers/Skins/Skin_Tron_Clu.ubulk: 2%
LogPlayLevel: 99%] /sdcard/UE4Game///Content/Proteus_Multi/ViveControllers/Skins/Skin_Tron_Clu.uexp: 100%
LogPlayLevel: 99%] /sdcard/UE4Game///Plugins/OVRLipSync/OVRLipSync.uplugin: 100%
LogPlayLevel: [100%] /sdcard/UE4Game///Plugins/ProteusAvatars/ProteusAvatars.uplugin: 100%
LogPlayLevel: D:\ProteusTemplate-Version_6_0\Saved\StagedBuilds\Android_ASTC: 2144 files pushed. 9.5 MB/s (242745258 bytes in 24.403s)
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9B91N9141 shell rm /sdcard/obb/com.ProteusVR.ProteusTemplateAndroid/main.1.com.ProteusVR.ProteusTemplateAndroid.obb
LogPlayLevel: rm: /sdcard/obb/com.ProteusVR.ProteusTemplateAndroid/main.1.com.ProteusVR.ProteusTemplateAndroid.obb: No such file or directory
LogPlayLevel: Took 0.0610169s to run adb.exe, ExitCode=1
LogPlayLevel: ********** DEPLOY COMMAND COMPLETED **********
LogPlayLevel: ********** RUN COMMAND STARTED **********
LogPlayLevel: Starting Client…
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9B91N9141 shell getprop ro.product.cpu.abi
LogPlayLevel: Took 0.0590175s to run adb.exe, ExitCode=0
LogPlayLevel: Apk=‘D:\ProteusTemplate-Version_6_0\Binaries/Android-armv7-es2.apk’, ClientApp='D:\ProteusTemplate-Version_6_0\Saved\StagedBuilds\Android_ASTC\Binaries\Android', ExeName='D:\ProteusTemplate-Version_6_0\Binaries\Android'
LogPlayLevel: Running Package@Device:com.ProteusVR.ProteusTemplateAndroid@1PASH9B91N9141
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 30.534277
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9B91N9141 logcat -c
LogPlayLevel: Took 0.0640135s to run adb.exe, ExitCode=0
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9B91N9141 shell am start -n com.ProteusVR.ProteusTemplateAndroid/com.epicgames.ue4.GameActivity
LogPlayLevel: Starting: Intent { cmp=com.ProteusVR.ProteusTemplateAndroid/com.epicgames.ue4.GameActivity }
LogPlayLevel: Took 0.449134s to run adb.exe, ExitCode=0
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9B91N9141 logcat -d -s UE4 -s Debug
LogPlayLevel: --------- beginning of main
LogPlayLevel: --------- beginning of system
LogPlayLevel: --------- beginning of crash
LogPlayLevel: Took 0.0740156s to run adb.exe, ExitCode=0
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9B91N9141 logcat -d
LogPlayLevel: Took 0.0910211s to run adb.exe, ExitCode=0
LogPlayLevel: ********** RUN COMMAND COMPLETED **********
LogPlayLevel: BUILD SUCCESSFUL
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 3.504597
LogPlayLevel: AutomationTool exiting with ExitCode=0 (Success)
LogPlayLevel: Completed Launch On Stage: Post Launch Task, Time: 0.000009
LogPlayLevel: Launch On Completed. Time: 405.285526

Got it running with Avatars in Quest and Rift connecting trough each other. Had to set up both Apps on the oculus backend, add both App ids to the config, had to upload a build to the quest release channel to get trough the verification process that crashed my quest app. And also combined both apps with the new grouping method on the backend.
Now i can deploy from editor and join with the quest to the rift and vice versa!

App crashes on Quest: On Teleportation, On Grabbing Objects
No voip working yet between those devices.

(i also disabled package all assets to the apk, so that my app generates an obb for the bigger assets)

I managed to recreate the issue on the Epic VR template by importing a complex shader from a Vive project. It would deploy and launch form the editor, but shut down instantly after that. After removing imported assets it went back to normal.

The strange thing is that I didn’t import anything in to the template yet. Since it only acts up on my end, it couldn’t be due to the use of complex shaders. Later this week I’ll try replacing the ini files with the original once that came with the template. Maybe I messed something up in those.

Hello !!
I don’t found .sln in the archive of Github, it’s no necessary to compile now ?

Edit : It’s ok i don’t select the correct version of UE, with the unreal engine source version it’s ok :slight_smile:

I have the same error ! Could you explain me how you solved the problem ? I’am really noob in C++…

Problem: just built and opened the project and it seems the motion controllers are only spawning the " Interactions" actor and the hands are not spawning. Have made no modifications to the project.

Hi , when will you release the new version?

Hi @vbvisr

I should release it soon, the only thing that keeps me is work, work, work!

I’ve been quasi-exclusively developing with the Quest / Rift S for the last 2 months. Learned a lot of things; I had also a lot of communications with the Oculus for Business people, so I’ll share with you what I’ve learned.

As a preview, here’s what you can do/do not with Quest as of now:

  • You can use the Expressive Avatars, it works well
  • You can use ES2, ES3.1 and Vulkan, they both work well. ES3.1/Vulkan are pretty much identical, but maybe some performance gain with Vulkan
  • You cannot enable the mic with the Quest, as it’s clashes with the Avatars plugin. So as we speak the Expressive Avatars on the Quest are mute. Anyway unless you’re multiplayer, it will not matter for now.
  • You cannot use platform features (including multiplayer), unless you’ve gained access to the Quest API
  • Oculus (as for now) are only giving access to Quest API to accepted pitches.
  • Accepted pitches are only for the general public store. No keys-only apps.
  • There are other ways you can publish/sideload your app (i.e. WeAreVR, SideQuest, etc), but again, without Oculus platform features
  • You can use photon for multiplayer, but I’ve never gone that way. As I have a good relation with Oculus I prefer to stick to their platform.
  • All business/education/keys only apps will have to be managed through the Oculus Business Software Suite, sold as 499$ upgrade / 999$ already installed on a 128Gb Quest. The Suite will be launched this fall, probably at OC6?
  • I spoke to many people at Oculus, it seems that it is not clear for now if business/education/keys only apps will use platform features of the general public store or a “business” store. It seems it is not decided for now.

So I’ll do a kind of mini-guide, including more infos on the bugs and small changes to do to VS. See you soon!

Serously you are fantastic !

It’s ok for me to load the template but i have a problem with the build in the engine :
Lighting build failed. Swarm failed to kick off. Compile Lightmass

So i search the solution !

@n3fox

Each time you build a new version of UE4 from source, when you have finished, you have then to right-click and build UnrealLightmass (under list of “Programs” in VS).

That’s it, now it will work.

Thanks a lot for the info and great works!!

Thank you very much . I try tonight! You do a very great job!

Thanks big time, is voice + avatars doable by code or is it something oculus has to solve?
I started looking into enabling spatialized voice for the Rift Platform atleast, will report.
Interesting feedback on vulkan, tought we have to skip it because of the missing for multiview (which is important!)

Do you have a very rough roadmap for us? No pressure ! :smiley:

Are you saying that its not possible to test multiplayer features on the quest unless we’re approved by Oculus?

If i understand with this template we can’t use HTC Vive right ? You integrate in the next realease ?

I’m confused. That’s the first time I downloaded the project, but pdf says to follow some paths that don’t exist anymore.

https://github.com/EpicGames/UnrealEngine/tree/4.22

Can I use the default UE4 4.22 version from Epic Launcher? Github link doesn’t exist.

“Make the modifications needed to the engine, as specified in pdf document”

Which pdf would be this?

Please help =(

@n3fox VOIP and Expressive Avatars used in combination works in tethered HMDs (Rift & S); for Go & Quest you have to choose between having VOIP or animated-mouth Expressive Avatars because a conflict in mic management in Android (you can still have VOIP and closed-mouth Avatars);

@lagoluis Right.

@n3fox Yeah, because the pawn is based on Oculus-Avatars code, it is not compatible with SteamVR. However, should be able to make it to next update.

@cazetta URL is https://github.com/Oculus-VR/UnrealEngine ; using default launcher you won’t have latest Oculus features + I made changes to Oculus Avatar plugin

pdf is in the git at GitHub - ProteusVRpublic/ProteusTemplate: Single/Multiplayer VR Template for Touch/Vive Controller

thanks for the reply man

the oculus-vr git link is not working for me :frowning: