These videos are truly useful, and as i see, better and more professional everyday. Keep it up man. its gonna be a great database of UE 5 VR tutorials.
Did this today. Unreal 5.1 Preview makes this a lot easier. You even get a bit of lumen and nanite and works okay for this small starter project on Quest 2. Grabbed the latest NDK version from the .bat set up file in C:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android one thing that was different from your video was I had to ensure I had downloaded command line tools and also KitKat in Android Studio 4. Thanks for the great video, helping me even in 2022 =)
Which JDK version did you use? It failed in PERFORMING FINAL APK PACKAGE OPERATION with jdk 17 and 19 (java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7)
Coming to you from 2024. Are all of these still relevant? Do I still need the Android studio for example or now it is enough to connect the Oculus to Pc via Oculus link for testing and then I just need the SDK and NDKs downloaded? Do you still need these many steps? CAn you maybe do an update on this video?
Amazing tutorial! I was able to connect my Quest 3 to Unreal Engine. Quick question: will you do a tutorial on a VR Third Person Controller, like in the game Moss, that helps prevent motion sickness for players?
I hadn't seen the APK upload in ODH, thank you. I've been building to headset via launch for quick builds, and packing builds > upload to Oculus and going through all that testing for 'official builds', but not this middle ground package build > add an apk route.
Friendly suggestion ... When running down thru a bunch of project settings on a 2560x1440 monitor that's then cut down to a 1080p res vid, everything winds up in a fuzzy 2 pt font. So when you didn't mention anything about where the armV7 option went in UE5 or why you have both OpenGL and Vulkan checked I was hoping to see better what's actually going on (for example). Otherwise good pace and content.
I'd like to hear about it as well. Currently can't turn off arm64 and it problably causes my apps to crash. Why both OpenGL and Vulkan are enabled would also be interesting.
6:54 Speaking of OpenXR, right now it's not in ''Beta'' would you recommend now that it's not ''Beta'' to use it or is it still troublesome to enable it?
If I have a chance to like your video I would do that 100 times. Your videos are very useful and you are one of the best VR content creater developer. Thank you for shaing your knowledge and experience with us.
Thank you so much for giving your time for us. Could you make the first tutorial about the wizard patching mobile? To get over the limitation of 4go for an oculus game...
Hi there, I followed your video to resolve a problem with my Unreal Engine 5.4.4. I know some staff are old but i tried aand still not working, when i want Packagging. Thats now 3 days i work on it, just wanted to ask for some hel, it will be easier for you. Is it possible to contact you ?
Hey can you make a video how to add post process for game in standalone quest 2. I looking for answer aout a year now. Still no luck for me, hope you can show me a way.
Greetings, I was working with a plugin (Vr expansion plugin) and I had a lot of problems with packaging so I went back to step 1 - I created an Epic default VR project and packed it (just as you did in the video), in comparison to my main project it managed to pack it. However, after I installing the apk (by Sidequest and Developer's hub) it didn't work... It just shows a black screen for a second, what could it be? Thanks in advance!
Hi! Thank you for all this info! I have a problem when pressing the android button, it says SDK not Setup and that the Android SDK is not installed properly. I'm really confused at this point since i just downloaded UE5.4 to make a test on the VR, didn't install or uninstall anything and this warning is popping up. Do you have any info on how to solve this o what may be causing the problem?? Thank you!
@@michaelkukula5926 yes Bro, but i did It by following the official Unreal documentation for my current version. Its very clear by following their steps and for me was the only way i could achieve the results. Good luck!
That is a really great tutorial TBH but I have one question what if unreal gives an output with OBB file as well what to do then , how to place the OBB file
Unreal Plugin file Engine\Plugins/Runtime/OpenXR/Source/OpenXRHMD/../../OculusOpenXRLoader_APL.xml missing! Do you have some tips about this issue? On unreal forum seem to be unresolved.
i tried to follow this tutorial in unreal engine 4, but when i hit package project, it opens a link for android development, but nothing in there tells me why i can't package it!
Hi, good tutorial... but you tell more about what we must package and what we can delete. That's for avoiding to wait for a long time from packaging on process.
hello i made the apk of the project I was working on in oculus link it worked very well but after creating apk it graphic were horrible and it was too buggy I'm just starting out and I tried directly imported data smith file and just added sky and volumetric cloud can you help me out?
how is it possible to pack in armv7 in UE5? my project crashes as soon as I open them, I think its because EU can only package for arm64v8. Please help
Hello, can you help? Unreal installs SDK version 29 on its own, although I installed 30-32. Disabling in Android studio and deleting the folder does nothing - the engine creates it again. In project settings I put 30 everywhere - it doesn't matter.
please help :( after packaging, install the apk, but only starts with windowed mode.. but if the preview is directly from UE, it works full screen. why is that? Only when after packaging, I installed in quest 2, it started in windowed mode.
can we install the packaged (.apk ) file and use google cardboard for testing and viewing purpose.. if so there any app that runs those apk files on android phones..
Hi everyone, today I tried to export the Unreal Engine 5.4.2 VR demo to make it work like a normal PCVR game, I simply did it like when I export a flat game. It gives me an error and doesn't export it, would anyone know how to solve the problem?
so i have ran a number of tutorials on installing the VR template from UE4 27 and UE5. i can get the Project on the Quest 2 but its always missing the Yellow Cubes and the Large blue Ball. can anyone help with this?
Hey man, very good info, tutorial, and pacing on all the information you are giving! As feedback, I think could be better if instead saying "I'm going to skip until this loads", you just do that without saying that. Just an opinion, your content is amazing!
I think that's kind of important for fresh users who won't know there are delays in these steps and they might cancel the process. This way they know a delay is normal. Just my opinion. Have a good day :)
im noticing HUGE graphic quality drop, when I do the VR Preview. when its played on PC, it renders flawlessly. VR deosnt support Lumen or something? if so, what is the way around it? do I have to treat it like UE 4.27 and make the whole scene without using Lumen? Thanks
Have you tried packaging and playing on the quest yet? The lighting using Oculus' Vulkan Graphics is practically unusable. Would love to see a video on setting up interior lighting for Oculus Quest 2 (Not oculus link) that doesn't look like complete garbage lol.
Hello VR! When i try to package to my Vr I get this message. LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\orodriguez\Desktop\project2\Binaries\Android\project.target'. Check that this target has been built. when i check that adresss it doesnt exist. Im missing" \Binaries\Android\project.target'." in the project2 folder. Binaries folder is not created. I have no idea what to do no more lol
Thanks for this, seriously! I have had to switch to Unreal from Unity, so this has been hugely helpful. I gave up trying to install Unity after a frustrating three weeks of trying to get it installed properly. Unity has been my go-to for more than 10 years, but the Unity team has given up on trying to keep its packages and documentation straight, or bugs out of the "Unity Hub", so after this huge frustration and dozens of wasted hours (and even a new "up-to-Unity-spec" PC), and after reading huge numbers of posts about the frustration Unity is causing their users recently, I uninstalled it from all of the workstations and gave up. I have used Unity in the past for many projects, so I know there are growing pains to be expected, but this recent round of frustration tells me that Unity no longer cares about new (or existing) users, as I wouldn't recommend Unity for ANYBODY until they fix their bugs, and straighten out their documentation. But Unreal is barely any better, since their fragmented documentation often falls-back to "older versions" having setup information that is irrelevant to the version docs being examined. If any of the VR-wannabe software houses expect to capture market share, they had better quit frustrating new users. The docs on the Oculus Developer hub are fairly straight-forward and far better than the docs found on the 3D editing software sites, until they get to the sections that refer to setting up the Oculus programming environments using links to Unreal or Unity help documentation, which is where everything goes to hell because NEITHER company has their help documents up-to-date (Unreal is better than Unity having up-to-date docs, but is still crap). And none will commit to an ACTUAL, straight-forward configuration for an initial setup in any singly-comprehensible source; these versions of editors all having different requirements for inter-related Android SDK, and NDK is bad enough, but none even touch upon acceptable versions of the JDK. But that's the way of modern software; too much focus on TTM, so they'll produce totally crap documentation, that gets worse over time, but, "hey, they'll at least be impressed by the huge volume of obsolete data", almost like they don't want this material to be comprehensible or related. Instead, these companies focus on coming-up with the "next best feature", long before their supporting documents are complete, leaving some users unable to implement these features effectively until the next new, "barely-documented" feature gets released (looking at you, Microsoft). It looks like Unreal has taken the lead for now, and I give the benefit of the doubt to staffing difficulties during this "pandemic era", but version fragmentation has been a huge problem that developers have to suffer with until Unreal, Unity, Meta, and others get their companies organized again, but to hell with the newcomers; "we'll just pretend the current state of our software is better than it is, and blame issues on them, whether they had a valid path toward success, or not."
couldn't have put it better myself... fucking instructions for the SDK installation literally goes up to UE4.26 even though they've fucking released UE5... and like you said, they just have to frustrate the FUCK out of new users with these extremely tedious steps that aren't even fucking correct because they're so out of date like seriously?!?!
It keeps failing on launch with this error LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults: Error: Launch failed! Unknown Error Any thoughts??
This seems to be incorrect. When I tried to start developer mode, I was just dropped to a webpage to create or join an Organization (?) It also asked me to add credit card details, phone numbers etc to Facebook.. Also, after enabling developer mode finally on the damned OQ2, I've not seen the 2 prompts after plugging in to PC, only the one to allow access of data, but nothing about USB debugging. This whole thing seems to be incorrect and sketchy.. I jumped through all the hoops, but the packiging was not working it sayig I don't have SDK installed, I should check the launch menu.. There was no such menu :D I finally figured out that if you open up the section where you package, there at the bottom it lists SDK: and that was blank for me. on the same menu, in the Oculus section I had a section I could click on to "install SDK" for that device. Setting up directories and installing the SDK NDK etc was not enough.. I finally saw and SDK there but it was 23.b and UE said that allowed version as 21.a thorugh 23.a so fuck that.. I had to revert back to 21.e, because UE5 was not accepting the latest version.. After that it started packaging, but still.. Buid failed after that on Java.. it seems the latest version of that is also not working.. What I installed from the link was jdk-17.0.1 and I guess that's not the one it needs.. I downloaded 16.0.2 the same as you have, with great effort since archive java downloads need an Oracle account where you need to give them your phone number your corporate title, full address etc.. Even after installing that, the build was failing: UATHelper: Packaging (Android): FAILURE: Build failed with an exception. UATHelper: Packaging (Android): UATHelper: Packaging (Android): * What went wrong: UATHelper: Packaging (Android): Could not initialize class org.codehaus.groovy.reflection.ReflectionCache SO FFUUUCK THIS SHIT!! I was trying to solve this unsuccessfully for another few hours. Why can't this be as easy as "make a level" and click build and the fuhhing program pulls in whatever they need for it to run automatically? All this packages and SDKs and all that bullshit just making this sooo complicated. I'm not tech illiterate but still this is FAR from a working solution.. Oh and also some of your links are no longer working. UE5 has a link to "Android install help" but that page was removed (404) so there's no official way to figure out how and what to install to my knowledge..
@@abeblue I'd need an update to the guide too, lol. :D After spending a day trying to figure this out, it was still not working, and I was not able to produce a packaged install for the Oculus Quest 2.
Thank you! Finally made it work :) but i have one big issue: when holding the stick for teleporting too long AND holding one of the guns the "game" just crashes! anyone any idea?
I hope you are fine I just got acquainted with your UA-cam channel and they were very useful. But I have a problem, please help me. When I send the Android file into the glasses, I can walk inside the project with a delay. It is as if, for example, a lumen or resolution is open, which delays the execution of the file. I worked a lot with the settings but the file output is difficult.
Im trying to make this work for more than three days, I spned more than 15 hours trying to make it work and I tryed every tutorials and every steps more than once And I just dont know how to Build game for android. Pls help, im desperate :D
I'm having this error, can you help please? cmd.exe failed with args /c "E:\SPArCS\SPArCS_VR\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug PackagingResults: Error: cmd.exe failed with args /c "E:\SPArCS\SPArCS_VR\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug
In regards of Oculus Quest I'm trying to use it for VR preview in UE5 but with no luck. I can play steam vr games using virtual desktop but when I try to use VR preview in UE5 the editor window reacts to headset movement but in the headset I only see "Up next: 1.0.0.0" widget as if the game was starting up. Anyone has an idea how to solve the issue? I don't want to go for the whole build process just to check small changes.
This tutorial is super helpfull although no matter what I do I am still getting a build error UATHelper: Packaging (Android): ERROR: cmd.exe failed with args /c "C:\Users\cspykstra\Documents\Unreal Projects\VirtualTestGrounds\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug PackagingResults: Error: cmd.exe failed with args /c "C:\Users\cspykstra\Documents\Unreal Projects\VirtualTestGrounds\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug Any ideas on why this is happening would be amazing!
I'm getting this same issue. I think it has something to do with the JDK because "What went wrong" says "Could not initialize class org.codehaus.groovy.reflection.ReflectionCache" and googling that brings up JDK troubleshooting. I'm just about to clean install everything.
These videos are truly useful, and as i see, better and more professional everyday. Keep it up man. its gonna be a great database of UE 5 VR tutorials.
Did this today. Unreal 5.1 Preview makes this a lot easier. You even get a bit of lumen and nanite and works okay for this small starter project on Quest 2. Grabbed the latest NDK version from the .bat set up file in C:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android one thing that was different from your video was I had to ensure I had downloaded command line tools and also KitKat in Android Studio 4.
Thanks for the great video, helping me even in 2022 =)
Which JDK version did you use? It failed in PERFORMING FINAL APK PACKAGE OPERATION with jdk 17 and 19 (java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7)
Finally it worked with jdk 11! super easy. I installed the latest NDK Version with Android Studio 4 and using OpenXR using all the defaults.
This video is not perfect, but with a lot of Googling and Reddit comments, I got it to work. Thank you! This was a good starting place.
Hey man, I want you to know, you helped me out alot, and I am eternally grateful. I hope we meet some time so I can thank you.
Coming to you from 2024. Are all of these still relevant? Do I still need the Android studio for example or now it is enough to connect the Oculus to Pc via Oculus link for testing and then I just need the SDK and NDKs downloaded? Do you still need these many steps? CAn you maybe do an update on this video?
Update would be amazing
I can't thank you enough! Putting links in the description is the cherry on top.
Amazing tutorial! I was able to connect my Quest 3 to Unreal Engine. Quick question: will you do a tutorial on a VR Third Person Controller, like in the game Moss, that helps prevent motion sickness for players?
I hadn't seen the APK upload in ODH, thank you.
I've been building to headset via launch for quick builds, and packing builds > upload to Oculus and going through all that testing for 'official builds', but not this middle ground package build > add an apk route.
Nice work, keep em coming! There's gonna be a lot of people in UE5 wanting to do this.
Friendly suggestion ... When running down thru a bunch of project settings on a 2560x1440 monitor that's then cut down to a 1080p res vid, everything winds up in a fuzzy 2 pt font. So when you didn't mention anything about where the armV7 option went in UE5 or why you have both OpenGL and Vulkan checked I was hoping to see better what's actually going on (for example). Otherwise good pace and content.
I'd like to hear about it as well. Currently can't turn off arm64 and it problably causes my apps to crash. Why both OpenGL and Vulkan are enabled would also be interesting.
6:54 Speaking of OpenXR, right now it's not in ''Beta'' would you recommend now that it's not ''Beta'' to use it or is it still troublesome to enable it?
If I have a chance to like your video I would do that 100 times. Your videos are very useful and you are one of the best VR content creater developer. Thank you for shaing your knowledge and experience with us.
Thanks for the video! Can i use this tutorial also for the Quest 3?
did it work?
I just started packing my UE5 projects. Plan to do VR also, thanks.
Hey man great video but do you have one for the latest release 5.02 , when I deploy the app crashes but in the early access used to work
Aaaaaaaaaand all good lmao took me 3 days to fix this properly thanks for the tutorial
Thank you VR much!!
Would you show how to preview via Virtual Desktop?
Hi, very useful video. however i have a htc vive focus 3. can you help me out with packaging and installing the file for focus 3??
Thank you so much for giving your time for us. Could you make the first tutorial about the wizard patching mobile? To get over the limitation of 4go for an oculus game...
it's driving me crazy! What does the poster say? Underrated or overrated?
Hi there, I followed your video to resolve a problem with my Unreal Engine 5.4.4. I know some staff are old but i tried aand still not working, when i want Packagging. Thats now 3 days i work on it, just wanted to ask for some hel, it will be easier for you. Is it possible to contact you ?
Love your videos
how did you record the last bit in the segment titled: " Quest 2 Test " without the cable?
Thanks for the great tutorial! Keep up the good work!
You should explain everything step by step, I don’t have android studio setup, explain how to do everything!
Hey can you make a video how to add post process for game in standalone quest 2. I looking for answer aout a year now. Still no luck for me, hope you can show me a way.
Greetings,
I was working with a plugin (Vr expansion plugin) and I had a lot of problems with packaging so I went back to step 1 -
I created an Epic default VR project and packed it (just as you did in the video), in comparison to my main project it managed to pack it. However, after I installing the apk (by Sidequest and Developer's hub) it didn't work... It just shows a black screen for a second, what could it be?
Thanks in advance!
Hi! Thank you for all this info!
I have a problem when pressing the android button, it says SDK not Setup and that the Android SDK is not installed properly. I'm really confused at this point since i just downloaded UE5.4 to make a test on the VR, didn't install or uninstall anything and this warning is popping up. Do you have any info on how to solve this o what may be causing the problem?? Thank you!
Did you find a solution?
@@michaelkukula5926 yes Bro, but i did It by following the official Unreal documentation for my current version. Its very clear by following their steps and for me was the only way i could achieve the results. Good luck!
@@knmbsst cool! Was that unreal engine 5.4 with a quest 2 or 3?
@@michaelkukula5926 It was Unreal 5.4 with a Quest 2
@@knmbsst ok. I’ll try 5.4. I tried 5.3.2 and 5.0 and neither worked.
Hi .. i dont know why unreal 5 oculus has bad color when i backed lighting
Is there a way to develop a project ready to be used on both PC and quest?
That is a really great tutorial TBH but I have one question what if unreal gives an output with OBB file as well what to do then , how to place the OBB file
Unreal Plugin file Engine\Plugins/Runtime/OpenXR/Source/OpenXRHMD/../../OculusOpenXRLoader_APL.xml missing!
Do you have some tips about this issue? On unreal forum seem to be unresolved.
i tried to follow this tutorial in unreal engine 4, but when i hit package project, it opens a link for android development, but nothing in there tells me why i can't package it!
hey could u please make a new unreal setup video for quest 2 i just cant get your video to work thanks
thx for your amazing tutorial! :D
If I have two quests on my account, and I install my project one of them, will the project be available on the other quest?
Hi, good tutorial... but you tell more about what we must package and what we can delete. That's for avoiding to wait for a long time from packaging on process.
hello i made the apk of the project I was working on in oculus link it worked very well but after creating apk it graphic were horrible and it was too buggy
I'm just starting out and I tried directly imported data smith file and just added sky and volumetric cloud
can you help me out?
how do you make it the correct orientation for a quest 2 controller?
how is it possible to pack in armv7 in UE5? my project crashes as soon as I open them, I think its because EU can only package for arm64v8. Please help
Does this work if I make a multiplayer LAN game?
Hello, can you help? Unreal installs SDK version 29 on its own, although I installed 30-32. Disabling in Android studio and deleting the folder does nothing - the engine creates it again.
In project settings I put 30 everywhere - it doesn't matter.
19:23 Is that teleport feature? How should I do on Quest2? I can't find it with Quest2.
please help :( after packaging, install the apk, but only starts with windowed mode.. but if the preview is directly from UE, it works full screen. why is that?
Only when after packaging, I installed in quest 2, it started in windowed mode.
hello, can you tell me how to disable the proximity sensor in a VR project in UE4?
What about this “developer organization” step one needs to perform in order to do
Any of this? Why skip that?
Very clear! Thanks
in cmd when I type adb for checking result, says: 'adb' is not recognized as an internal or external command,
operable program or batch file.
I’m having an issue right now when I package my game that the OBB file is too big. Is there a easy way to fix this?
Amazing.Thank you so much
Hey Bro, Thank You! Can I use Lumen and Nanite for VR game on Quest 2?
nope
make a video teaching how to configure lighting for vr
can we install the packaged (.apk ) file and use google cardboard for testing and viewing purpose.. if so there any app that runs those apk files on android phones..
Is there anyway to package for google cardboard instead of Quest?
ERROR: cmd.exe failed with args
I get this when packaging, any idea why? I followed all the steps.
Do I have to uninstall all other instances of android studio from my 4.27?
Hi everyone, today I tried to export the Unreal Engine 5.4.2 VR demo to make it work like a normal PCVR game, I simply did it like when I export a flat game. It gives me an error and doesn't export it, would anyone know how to solve the problem?
Tip: Find Plugins and Project Settings, under Edit-->Configuration
Can we play 360 videos on packaged oculus app?
so i have ran a number of tutorials on installing the VR template from UE4 27 and UE5. i can get the Project on the Quest 2 but its always missing the Yellow Cubes and the Large blue Ball. can anyone help with this?
Hey man, very good info, tutorial, and pacing on all the information you are giving!
As feedback, I think could be better if instead saying "I'm going to skip until this loads", you just do that without saying that.
Just an opinion, your content is amazing!
I think that's kind of important for fresh users who won't know there are delays in these steps and they might cancel the process. This way they know a delay is normal. Just my opinion. Have a good day :)
Will nanite work in standalone packaging in quest 2?
Bro I wanted to know how to actually send it for publishing and selling
its not showing any device (adb device) in cmd
Thanks friend!
This was cool
hi, can i do same with quest3
im noticing HUGE graphic quality drop, when I do the VR Preview. when its played on PC, it renders flawlessly. VR deosnt support Lumen or something? if so, what is the way around it? do I have to treat it like UE 4.27 and make the whole scene without using Lumen? Thanks
VR doesnt support lumen nope, have to bake the lighting
@@brandonunglaub thanks a million Brandon
my question for you is is this possible on a M1 Max?
Have you tried packaging and playing on the quest yet? The lighting using Oculus' Vulkan Graphics is practically unusable. Would love to see a video on setting up interior lighting for Oculus Quest 2 (Not oculus link) that doesn't look like complete garbage lol.
Hello VR!
When i try to package to my Vr I get this message.
LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\orodriguez\Desktop\project2\Binaries\Android\project.target'. Check that this target has been built.
when i check that adresss it doesnt exist. Im missing" \Binaries\Android\project.target'." in the project2 folder. Binaries folder is not created. I have no idea what to do no more lol
same problem
same
@@natesbrooks same problem
@@wojciechmichalski La même
Where can we find your Recent Projects you cant show on this video? ;-)
Thanks for this, seriously! I have had to switch to Unreal from Unity, so this has been hugely helpful.
I gave up trying to install Unity after a frustrating three weeks of trying to get it installed properly.
Unity has been my go-to for more than 10 years, but the Unity team has given up on trying to keep its packages and documentation straight, or bugs out of the "Unity Hub", so after this huge frustration and dozens of wasted hours (and even a new "up-to-Unity-spec" PC), and after reading huge numbers of posts about the frustration Unity is causing their users recently, I uninstalled it from all of the workstations and gave up.
I have used Unity in the past for many projects, so I know there are growing pains to be expected, but this recent round of frustration tells me that Unity no longer cares about new (or existing) users, as I wouldn't recommend Unity for ANYBODY until they fix their bugs, and straighten out their documentation.
But Unreal is barely any better, since their fragmented documentation often falls-back to "older versions" having setup information that is irrelevant to the version docs being examined.
If any of the VR-wannabe software houses expect to capture market share, they had better quit frustrating new users.
The docs on the Oculus Developer hub are fairly straight-forward and far better than the docs found on the 3D editing software sites, until they get to the sections that refer to setting up the Oculus programming environments using links to Unreal or Unity help documentation, which is where everything goes to hell because NEITHER company has their help documents up-to-date (Unreal is better than Unity having up-to-date docs, but is still crap).
And none will commit to an ACTUAL, straight-forward configuration for an initial setup in any singly-comprehensible source; these versions of editors all having different requirements for inter-related Android SDK, and NDK is bad enough, but none even touch upon acceptable versions of the JDK.
But that's the way of modern software; too much focus on TTM, so they'll produce totally crap documentation, that gets worse over time, but, "hey, they'll at least be impressed by the huge volume of obsolete data", almost like they don't want this material to be comprehensible or related.
Instead, these companies focus on coming-up with the "next best feature", long before their supporting documents are complete, leaving some users unable to implement these features effectively until the next new, "barely-documented" feature gets released (looking at you, Microsoft).
It looks like Unreal has taken the lead for now, and I give the benefit of the doubt to staffing difficulties during this "pandemic era", but version fragmentation has been a huge problem that developers have to suffer with until Unreal, Unity, Meta, and others get their companies organized again, but to hell with the newcomers; "we'll just pretend the current state of our software is better than it is, and blame issues on them, whether they had a valid path toward success, or not."
couldn't have put it better myself... fucking instructions for the SDK installation literally goes up to UE4.26 even though they've fucking released UE5... and like you said, they just have to frustrate the FUCK out of new users with these extremely tedious steps that aren't even fucking correct because they're so out of date like seriously?!?!
It keeps failing on launch with this error
LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults: Error: Launch failed! Unknown Error
Any thoughts??
This seems to be incorrect. When I tried to start developer mode, I was just dropped to a webpage to create or join an Organization (?) It also asked me to add credit card details, phone numbers etc to Facebook..
Also, after enabling developer mode finally on the damned OQ2, I've not seen the 2 prompts after plugging in to PC, only the one to allow access of data, but nothing about USB debugging.
This whole thing seems to be incorrect and sketchy..
I jumped through all the hoops, but the packiging was not working it sayig I don't have SDK installed, I should check the launch menu.. There was no such menu :D I finally figured out that if you open up the section where you package, there at the bottom it lists SDK: and that was blank for me. on the same menu, in the Oculus section I had a section I could click on to "install SDK" for that device. Setting up directories and installing the SDK NDK etc was not enough..
I finally saw and SDK there but it was 23.b and UE said that allowed version as 21.a thorugh 23.a so fuck that.. I had to revert back to 21.e, because UE5 was not accepting the latest version.. After that it started packaging, but still.. Buid failed after that on Java.. it seems the latest version of that is also not working.. What I installed from the link was jdk-17.0.1 and I guess that's not the one it needs..
I downloaded 16.0.2 the same as you have, with great effort since archive java downloads need an Oracle account where you need to give them your phone number your corporate title, full address etc..
Even after installing that, the build was failing:
UATHelper: Packaging (Android): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android):
UATHelper: Packaging (Android): * What went wrong:
UATHelper: Packaging (Android): Could not initialize class org.codehaus.groovy.reflection.ReflectionCache
SO FFUUUCK THIS SHIT!!
I was trying to solve this unsuccessfully for another few hours. Why can't this be as easy as "make a level" and click build and the fuhhing program pulls in whatever they need for it to run automatically? All this packages and SDKs and all that bullshit just making this sooo complicated. I'm not tech illiterate but still this is FAR from a working solution..
Oh and also some of your links are no longer working. UE5 has a link to "Android install help" but that page was removed (404) so there's no official way to figure out how and what to install to my knowledge..
no updateS?
@@abeblue I'd need an update to the guide too, lol. :D After spending a day trying to figure this out, it was still not working, and I was not able to produce a packaged install for the Oculus Quest 2.
So I can get any NDK?
Thank you! Finally made it work :) but i have one big issue: when holding the stick for teleporting too long AND holding one of the guns the "game" just crashes! anyone any idea?
Im still struggling to download the right versions of unreal, android studio, and other needed files. Lol
i am seeing the same thing and the performance is quite bad.
vagabundo, tu é fera, salva minha vida
usb debugging is not working here any help?
can we make it to glb format?
I hope you are fine I just got acquainted with your UA-cam channel and they were very useful. But I have a problem, please help me. When I send the Android file into the glasses, I can walk inside the project with a delay. It is as if, for example, a lumen or resolution is open, which delays the execution of the file. I worked a lot with the settings but the file output is difficult.
Im trying to make this work for more than three days, I spned more than 15 hours trying to make it work and I tryed every tutorials and every steps more than once And I just dont know how to Build game for android. Pls help, im desperate :D
me too
Gracias...
I'm having this error, can you help please?
cmd.exe failed with args /c "E:\SPArCS\SPArCS_VR\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "E:\SPArCS\SPArCS_VR\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug
Thank you for your video, I followed it and I got this error:
cant get mine working :(
If you are new like me, to connect a link cable you have to disable your air link.
Not working. getting errors
In regards of Oculus Quest I'm trying to use it for VR preview in UE5 but with no luck. I can play steam vr games using virtual desktop but when I try to use VR preview in UE5 the editor window reacts to headset movement but in the headset I only see "Up next: 1.0.0.0" widget as if the game was starting up. Anyone has an idea how to solve the issue? I don't want to go for the whole build process just to check small changes.
are u using oculus software installed on desktop + live link? works for me
@@martinmenso6671 problem suddenly disappeared one day. Have no idea what fixed it. Maybe an update
5:00 What games can't you show us lol
Step #0: Pair your Quest 2 to your phone.
And I can't even do that.
Not work...bad advice
your wasting so much time and go arround stuff that i should not even look at.
This tutorial is super helpfull although no matter what I do I am still getting a build error
UATHelper: Packaging (Android): ERROR: cmd.exe failed with args /c "C:\Users\cspykstra\Documents\Unreal Projects\VirtualTestGrounds\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\cspykstra\Documents\Unreal Projects\VirtualTestGrounds\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug
Any ideas on why this is happening would be amazing!
I'm getting this same issue. I think it has something to do with the JDK because "What went wrong" says "Could not initialize class org.codehaus.groovy.reflection.ReflectionCache" and googling that brings up JDK troubleshooting. I'm just about to clean install everything.
i was able to solve that issue with this video ua-cam.com/video/prtgmeUUTu8/v-deo.html
@@Aurich88 did you ever find a solve to this?
@@cincyswimmer513 Yeah, I followed this guide: ua-cam.com/video/cLveaVXOKKc/v-deo.html
👍