5.1 requires android NDK r25 You need to update your NDK
Though I do also need to set the example minimum ndk level higher too, Im currently changing some of the examples rendering settings and will upload a revised version.
5.1 requires android NDK r25 You need to update your NDK
Though I do also need to set the example minimum ndk level higher too, Im currently changing some of the examples rendering settings and will upload a revised version.
To switch from UE5.0 to UE5.1 I have done the changes already:
Android Studio: Install the NDK 25.1.8937393
Android Studio: SDK Platform to 29 (Quest 2 is Android 10)
Android Studio: Android SDK Tools to 30.0.3
Android Studio: Command-line to 8.0 latest
Android Studio: CMake to 3.10.2.4988404
SetupAndroid.bat to Update SDK
UE5.1: Settings, Platforms, Android SDK change the NDK path
UE5.1: Settings, Platforms, Android change Target SDK Version to 29 (Android 10)
UE5.1: Platforms (Launch), Android, Quest 2 do Update Device and restart UE to get SDK Managment “Installed: r25b”
To make sure it works, I tried the default UE5.1 “Blueprint Virtual Reality Template” and it works.
So NDK is fine.
But compiling VRExpPluginExample I get the posted error message.
Thanks for your advice and uploading a revised version.
Oh the shader errors are bBuildForES31 needs to be false in project settings. i’m updating some of the rendering settings as per epics template settings in 5.1
Its uploaded, runs really well on quest 2 on 5.1 as well for that matter
Launched successful. Thanks a lot, so great!!
From the release / migration notes:
Example template has a WIP set of grasping hands using the new Manny hands for UE5 instead of the UE4 ones. They were intended to be implemented as the default prior to 5.1’s release but it released earlier than I expected. I will make the switch early on in 5.1.
Do you consider the WIP usable in its current state? If not, could you give some indication on what elements still need work?
For the manny hands? The hand socket defaults and spawn offsets need tweaked since that skeleton is a different orientation.
If you mean 5.1 in general, there are still a lot of skeletal mesh physics bugs. But other than that its pretty darn stable.
And for that matter runs wonderfully on native quest2 compared to 4.27, not entirely sure why there.
The following modules are missing or built with a different engine version:
VRExpPluginExample
OpenVRExpansionPlugin
VRExpansionEditor
AdvancedSteamSessions
AdvancedSessions
Would you like to rebuild them now?
It then tells me when I say Yes:
VRExpPluginExample could not be compiled. Try rebuilding from source manually.
I downloaded and installed the latest from Android, dotnet, JAVA, and Visual Studio. I still get error.
I uninstalled previous versions of the Unreal Engine, only 5.1 remains now. All the files mentioned are where they are suppose to be. Why doesn’t it work?
I do
I download the template and the two binary pkgs
I unzip the template
delete the two source plugin folders
then I extract the two binary plugins and drop them into the plugins folder
I use the project renamer
and only then do I click on the project
then it only has to compile the main classes for the project
it doesn’t have to compile all the plugin binaries too
I find doing way it compiles
and if I try to build the plugins from source it will often choke.
I was very frustrated for a while as I could not compile it, until I stuck the binaries in the plugins folder.
Hope that method works for you
note that when it does compile the splash disappears and it will take up to 5 minutes to finish
during which time you will get no feedback and it will seem that nothing is happening
several times in the beginning I thought it had flaked or crashed and started to do it a second time
screwing it fully of course
you have to walk away for 5 min after it starts to compile
You have to actually compile it IN visual studio, launching from the uproject doesn’t actually compile source.
That stall out on the splash is the engine compiling shaders.
I’m trying to get the Controller Type using the “GetOpenVRControllerType” blueprint function but it keeps throwing me DT Unknown Controller even through my Index Knuckles are tracking. Any idea why?
Really loving the plugin. The template is great.
It solves so many things for me out of the box.
I am using it as a starter template for most vr projects now.
Hopefully the engine stabilizes quick
but I am able to build stuff with it and its building stable
nice
hi for some reason i cant build i get these errors
Running C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“I:/VRExpPluginExample-master1/VRExpPluginExample-master/VRExpPluginExample.uproject” -game -rocket -progress -log=“I:\VRExpPluginExample-master1\VRExpPluginExample-master/Saved/Logs/UnrealVersionSelector-2022.11.23-14.07.10.log”
Discovering modules, targets and source code for project…
While compiling I:\VRExpPluginExample-master1\VRExpPluginExample-master\Intermediate\Build\BuildRules\VRExpPluginExampleModuleRules.dll:
i:\VRExpPluginExample-master1\VRExpPluginExample-master\Source\VRExpPluginExample.Target.cs(12,9) : error CS0103: The name ‘IncludeOrderVersion’ does not exist in the current context
i:\VRExpPluginExample-master1\VRExpPluginExample-master\Source\VRExpPluginExample.Target.cs(12,31) : error CS0103: The name ‘EngineIncludeOrderVersion’ does not exist in the current context
i:\VRExpPluginExample-master1\VRExpPluginExample-master\Source\VRExpPluginExampleEditor.Target.cs(11,3) : error CS0103: The name ‘IncludeOrderVersion’ does not exist in the current context
i:\VRExpPluginExample-master1\VRExpPluginExample-master\Source\VRExpPluginExampleEditor.Target.cs(11,25) : error CS0103: The name ‘EngineIncludeOrderVersion’ does not exist in the current context
ERROR: Unable to compile source files.
You are using the 5.1 branch (master) with 4.27, download the 4.27-locked branch of the plugin
What would be the best method of upgrading my 4.27 project to 5.1? I have a blockout and some shader work done in a VRE 4.27 project, and I would like to upgrade to 5.1 of VRE without losing any work.
Okay I understand. Could you drop a line here you got around to that? I would like to re-build my project with your exampleplugin as a base… and I’m hoping to find the best starting point ![]()
Was planning on doing it weekend but didn’t get around to it. will def be upcoming week at some point.
Its a bit annoying that it is going to kill people trying to full migrate to the new example but not much helping that.
Was planning on doing it weekend but didn’t get around to it. will def be upcoming week at some point.
Thank you so much!
Its a bit annoying that it is going to kill people trying to full migrate to the new example but not much helping that.
Well… The PluginExample is just an immensely helpful starting point. In my case I started with the version you had in UE4.18 and did a full overhaul for UE4.23, but there are so many improvements now that I figure it’s worth the work. I know it’s quicker to just ‘fix’ our current 4.27 base, but then I don’t get any of those.
A question about the template: What’s the difference between GraspingHand and GraspingHandManny and all the related blueprints except for the visual difference?
Thanks in advance.