Skeletal Mesh Disappear on Mobile ES2 after update 4.21 ->Not bone count limit problem

Oculus Quest runs with ES 2.0. That means this problem will be faced by all developers using Oculus Quest who are doing characters. This problem will also be faced by anyone using most of the Characters from the market place. They will not show up after you buy them. I already tried several ones. This problem will also affect those using Character Creator from Reallusion labs.

Maybe some documentation has to be done so that not so many people are affected? After all, people are starting to develop for the Quest…

Hi man,
I don’t know what will be the behavior in the upcoming release of UE4.24.
But keep track that ES 2.0 is deprecated in upcoming release.
I don’t know how it will impact occulus or what is the plan for it.

Updating fro ES 2 to ES 3 seems to fix it. It is just too tricky to find this thread and then find that other site to finally get a character showing up. I still have to try if the animation works, but at least the character shows up

https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/OpenGLES31MobileRenderer/index.html

:

It worked for me tonight. I was able to deploy to the Quest successfully the mesh that was disappearing. The mesh is shown, the animation is shown. It is the default character from Character Creator from Reallusion. I’m sure its over 80 bones.

The only thing I did was to chance the OpenGL ES support to include 3.1. I’m attaching a screenshot. Then I enabled the Settings/Preview Rendering Level/Android ES 3.1.

I’m adding my log in case that helps.

[link text][2]

I have already tried it.

The whole pipeline is broken inside the engine.

You could try vulkan and check whether it’s working in vulkan or not.

Have to run the game on the occulus device.

For me it doesn’t work on Galaxy s10+