Everything’s works fine with 4.25.4
The same project in 4.26 is editable and can be launched to my Quest 2, but it won’t start there. It jams at the usual loading black screen after displaying the 3 pulsating dots. A new project created in 4.26 won’t work either.
I must be missing something.
UE 4.26.0
minimum SDK = 25, target SDK = 25, NDK API level = android-30 (29 didn’t work either), SDK = matchndk (21 in this case)
OpenGL ES 3.1
Xcode 12.2
Android Studio 3.5.3
Launching goes all the way to a start on the device, but it will remain at “building” on the floating status dialog. In 4.25.4, it goes to “Running”.
4.26 is apparently supported on the Quest 2 as it appears in a compatibility list on the Oculus website.
If things works for you along these parameters, I’d appreciate if you’d let me know even if you don’t know what’s wrong with my setup.
I came across something that mentioned that it could have something to see with the Android SDK license, but it’s green there.
I don’t get any error message in the output log. In 4.26 the log reaches “Compacting FUObjectHashTables data took 0.25ms”.
uT