UE5.3 3D VR Template game uploads to XR Elite as 2D game and won't run

I have been developing for the XR Elite on a work laptop (Windows 10) using UE 5.1. I have been able to establish a workflow and deploy my projects without issues. I’m now trying to do some development on a new computer (Windows 11) at home and I need to use UE5.3 because of a third party package I plan to use. I want to make sure that my workflow on my new computer at home is configured correctly and I have followed all of the steps that I have found for developing Android apps with UE5.3 (twice). I wanted to use the UE VR Template as a baseline to test the computer configuration before going any further. I can build the VR Template. However, when I upload it to the headset, it installs as a 2D application and will not execute in the headset.

I reached out on the HTC forum and I eventually sent an HTC developer the example VR Template project I was using and they built it and said everything worked fine. One note is that they were not using the Android Studio version that the UE5 documentation says to use.

Everything worked in UE5.1 on my work computer without issue. I have no need to try UE5.1 on my home computer because even if I got it to work, I ultimately couldn’t use it. Plus, I don’t want to have multiple Android studio versions on my computer.

Additionally, I built the HTC Vive UE5.3 sample project and it deployed to the headset and ran fine. I am using the ViveOpenXR plugin for UE5.3.

Any ideas of where to look? I’ve burned weeks trying to get this to work.

Thanks in advance!

Hi again. Synopsis: UE 5.3.2 VR_Template will build, but shows up as a 2D game on Vive headset and will not run.

So, I think the reason why my 3D applications are deploying as 2D applications and not running on my HTC Vive XR Elite headset is that OpenXR isn’t getting packaged/included in the application. I have the plugin enabled and if I disable it, UE barks at me. I have disabled/enabled it multiple times. Also, the kind folks at HTC pointed me to the AndroidManifest.xml file and we were able to verify that OpenXR was not being included. What a “valid” xml file contains:

  <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
    <category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
    <category android:name="com.oculus.intent.category.VR" />         -- this was a UE plugin that was disabled in this project
  </intent-filter>

What my xml file contains:

  <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
  </intent-filter>

Anyone have an idea what might be preventing OpenXR from getting put in my game? Maybe another software package that I have installed that could be blocking it, maybe? Thanks!

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.