Fantastic videos mate. Been an absolute life safer re Quest development. Have you, or has anyone else, noticed frame ghosting when rapidly rotating the hmd camera in UE 4.24 using your suggested settings? Original UE settings also result in frame ghosting, but more so. An example is if you put black text in front of you, on a white background, the text render trails the text position, streaking further with increased camera rotation speed. On oculus store games, you simply don't see this effect. Wondering if it's just me having this problem 😅. I'm hoping UE4.25 fixes it, almost built.
Is it possible to export all the project settings into a .ini file? In theory, we should be able to override that file inside the Unreal Project Files, correct? This would be super helpful. Because then we don't need to go over all the settings manually. Plus, we can make sure that we really do have the exact same settings and we didn't miss anything. Keep rocking man, great job!
Well explained and very clear. I was able to follow all the way through, but on my first build it seems to be stuck at "Launching UAT..." and has been there for 15 minutes with nothing happening in the output log. I know the first build takes longer, but is this normal? Not sure if this is a hang or not.
Thank you so much for putting out such an in-depth and well explained list of best-settings for developing for Quest! Far better than the handful that Oculus lists on their site! I’m switching from Unity to Unreal [hopefully], and things like these settings (and requesting permission to access the mic on Quest *agh - finally _JUST_ got that kind-of-working*) are a bit more complicated than I’m used-to. :P
Really pleased it's been helpful. Good luck with the Switch to Unreal though it can be a challenge. I recently set up a new discord channel for those switching over. It might be worth jumping in there as well as your not alone.
@@GDXR Thanks! That would be great - I could use all the help I can get, (I can’t even with Blueprints. XD ) I clicked the link above to the discord, but it said that the invitation had expired.
in 8:55 under the mobile section there are some options like Focus Aware and FFR Dynanic that arent available to my ue4. I have the latest 4.25.3 installed from ue4 launcher. Did they removed those?
To use MSAA you need to be on Forward renderer. I used to have some issues with this back in 4.23 and 4.24 if your not using it I'd recommend switching to 4.25 of the Oculus source version.
I don't believe you need the Oculus Git version. This should work with the epic launcher version of the engine as long as you have the necessary Android works installed.
I believe I went through all the steps discussed in this video and it launched successfully to the quest. However, when I put on the headset and run the app, it goes black for one second (literally) then takes me back to the Oculus landing scene/app menu like the launched app crashed or something. Any thoughts on why this is happening?
Hi Robert, Are you using the VR template. It sounds like it might be a custom project since its difficult to make the template crash. If the project is building and then crashing its unlikely to do with the settings in the video. It sounds to me like it might be content in your project. This could be caused by Code, Textures, Bad Optomisation. It could really be caused by anything. If your willing to jump over to the Discord and post a screen shot of your scene I might be able to help you debug it.
@@GDXR It's not a custom project. I've created a whopping 0 assets for this. I used the VR template on the Oculus UE4 build. Likewise, there's nothing to screenshot as it only shows black then goes back to the landing area. I'm simply wanting to know if there's likely something I missed that could be crashing the project.
Just hold tight. When it's at 39% it means unreal is compiling shaders. This can take a while depending on your CPU I'd suggest going for a coffee and coming back in a little bit.
If you package it as an APK, what is the easiest way to load it onto the Quest? do you need Sidequest? Also, if just using launch, does it get saved to the Quest headset or is it removed once you quit?
Can anyone help me please, Im searching for thumbstick locomotion system for my quest project, and sadly, solutions I find work well in pcvr mode, but don't working in apk.
You're the best, saved me tons of time. Thanks a loooot!
i follow all your step but during the launching on android my oculus screen is full black ?
Great tutorial. Thanks! "ignore these errors" > exact my strategy ;-)
Fantastic videos mate. Been an absolute life safer re Quest development.
Have you, or has anyone else, noticed frame ghosting when rapidly rotating the hmd camera in UE 4.24 using your suggested settings? Original UE settings also result in frame ghosting, but more so. An example is if you put black text in front of you, on a white background, the text render trails the text position, streaking further with increased camera rotation speed.
On oculus store games, you simply don't see this effect. Wondering if it's just me having this problem 😅.
I'm hoping UE4.25 fixes it, almost built.
Is it possible to export all the project settings into a .ini file? In theory, we should be able to override that file inside the Unreal Project Files, correct? This would be super helpful. Because then we don't need to go over all the settings manually. Plus, we can make sure that we really do have the exact same settings and we didn't miss anything. Keep rocking man, great job!
This is awesome, thanks Jonathan!
Well explained and very clear. I was able to follow all the way through, but on my first build it seems to be stuck at "Launching UAT..." and has been there for 15 minutes with nothing happening in the output log. I know the first build takes longer, but is this normal? Not sure if this is a hang or not.
same problem
Thank you so much for putting out such an in-depth and well explained list of best-settings for developing for Quest! Far better than the handful that Oculus lists on their site! I’m switching from Unity to Unreal [hopefully], and things like these settings (and requesting permission to access the mic on Quest *agh - finally _JUST_ got that kind-of-working*) are a bit more complicated than I’m used-to. :P
Really pleased it's been helpful. Good luck with the Switch to Unreal though it can be a challenge. I recently set up a new discord channel for those switching over. It might be worth jumping in there as well as your not alone.
@@GDXR Thanks! That would be great - I could use all the help I can get, (I can’t even with Blueprints. XD ) I clicked the link above to the discord, but it said that the invitation had expired.
Can you publish a quick-and-dirty checklist? It is easier for me to follow plans
I'll be doing a quick video tomorrow showing the settings I use. Should be pretty easy to follow along.
in 8:55 under the mobile section there are some options like Focus Aware and FFR Dynanic that arent available to my ue4. I have the latest 4.25.3 installed from ue4 launcher. Did they removed those?
No, they're only available if you build the Oculus Ue4 branch. This channel has a video on how to do that.
I'd like to know how can we get the shadows working please.
Thank you and have a great day.
great content keep doing that please :D
You did just create “FolderName/FolderName” instead of picking the parent directory and creating the child with a unique name. Classic.
a trick: you can watch movies on Flixzone. I've been using them for watching all kinds of movies recently.
@Prince Moshe Definitely, have been watching on Flixzone for since december myself =)
Hey,
Thanks for the video. Can you please explain how to enable MSAA for Quest? I have tried everything but failed so far
To use MSAA you need to be on Forward renderer. I used to have some issues with this back in 4.23 and 4.24 if your not using it I'd recommend switching to 4.25 of the Oculus source version.
Thanks, do you have to install UE from the Oculus VR github for this to work or are there plugins you can install using the launcher?
I don't believe you need the Oculus Git version. This should work with the epic launcher version of the engine as long as you have the necessary Android works installed.
im only seeing like 60% of the oculus plugin options, is that because I used the editor version of 25.1 instead of building from source?
Yep. You need to build specifically from the oculus ue4 source. Follow the vids.
I believe I went through all the steps discussed in this video and it launched successfully to the quest. However, when I put on the headset and run the app, it goes black for one second (literally) then takes me back to the Oculus landing scene/app menu like the launched app crashed or something. Any thoughts on why this is happening?
Hi Robert, Are you using the VR template. It sounds like it might be a custom project since its difficult to make the template crash. If the project is building and then crashing its unlikely to do with the settings in the video. It sounds to me like it might be content in your project. This could be caused by Code, Textures, Bad Optomisation. It could really be caused by anything. If your willing to jump over to the Discord and post a screen shot of your scene I might be able to help you debug it.
@@GDXR It's not a custom project. I've created a whopping 0 assets for this. I used the VR template on the Oculus UE4 build. Likewise, there's nothing to screenshot as it only shows black then goes back to the landing area. I'm simply wanting to know if there's likely something I missed that could be crashing the project.
after doing all of this when restart it stuck @ 39% and cpu is running @99% but cant start porject any more what shall i do
Just hold tight. When it's at 39% it means unreal is compiling shaders. This can take a while depending on your CPU I'd suggest going for a coffee and coming back in a little bit.
Watch the output log.
I thought Mobile MSAA was hardcoded in the plugin and wouldn't make any difference?
If you package it as an APK, what is the easiest way to load it onto the Quest? do you need Sidequest? Also, if just using launch, does it get saved to the Quest headset or is it removed once you quit?
If your using the launcher its saved to the headset. but if your sending it to someone i recommend using side quest to install it as its often easier.
Can anyone help me please, Im searching for thumbstick locomotion system for my quest project, and sadly, solutions I find work well in pcvr mode, but don't working in apk.
Hope this isnt to late but I just uploaded one. ua-cam.com/video/bG6V-AAdfLU/v-deo.html