At step 13 there is no 'Package for Oculus Mobile Devices" fold to be found.
Having skipped this step, when I build for the headset I get a ‘Launch Failed’ with the following errors:
LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt ‘E:\Visual Projects\Unreal\Unreal Projects\TestCase\Binaries\Android\TestCase.target’. Check that this target has been built.
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
SO yeah, noob in the house. Any help would be very appreciated.
Thanks in advance guys.
The fold should be empty at first. Did you double check “click the “+” to add a new element to the array and select “Oculus Go / Gear VR”.”
Sorry I know this is obvious if you have tried already, don’t have any other idea right now.
If you do not see the fold at all, try clicking the little triangle (arrow) in the middle at the end of the APK Packaging section.
Hello! I have the same problem. I don’t have the option “Package for Oculus Mobile Devices” and i neded for upload app to oculus platform i think. I tryed with v.19 and v.22 version of UE but the option not apear. Some news for this? Ty!
The version I was using was version 4.22.1 whom I got directly from the Epic Launcher. Turns out, this version hasn’t got the latest Oculus plugin updates.
So if you want to build the latest / working version yourself you have to :
Download and install Visual Studio 2017 (not 2019)
4.21 and 4.22 both support Oculus mobile (Quest and Go) natively. Oculus keep their own branch with a more up to date version of their plugin, but that gets merged into our engine updates at frequent intervals.
What does that mean for the development set up ?
I have ue 4.22.2 and the problem described here by LordHar still persists.
Is there another way to fix this instead of compiling the source code ?
So VictorLerp, if we just checkbox for Configure the AndroidManifest for deployment to Oculus Mobile, we can skip the Oculus steps in the tutorial (assuming they are using the Oculus build of Unreal), I am using 4.22.2
cdraptor and mateo-spectra
see post 8, thats basically the only thing you need that deviates from the oculus-unreal guide. It works fine without compiling a new version of the engine.
I checked the box for Oculus deployment. See image attached. But when I am packaging, the manifest get v1 signing scheme instead of v2 signing scheme. I want to know how to make it use v2 signing scheme for Oculus Quest.
It sounds logical, but I was faced with this unexpected dumb problem. Why would they have such a long path it it doesn’t work?! I’m using a 64 bit machine btw.
I found out that you need to install this in a short path within Windows. Mine wasn’t that complicated, but I guess you really name to make sure is close to the drive root folder