Yes, finally a video that explains how to properly set this up. All the others I have come across assume that you already have your VR head gear connected to Unreal Engine and running. Everything worked without a hitch, except for a couple of issues. I am using Unreal Engine 4.22.3 with an Oculus Go. When I first tried this, I was in the floor looking across the top surface of the floor and teleporting crashed the app. So I started over again just in case I missed something. This time my eye level was correct. However, when I teleported, I wasn't always facing the direction of the arrow. It made it very difficult to get to the blocks. Once I finally got to the blocks, I could not reach out and grab them. The hand open and closed, but it was like I had the arm reach of a T-Rex. LOL. Anyone have any insight on how to get this to work correctly for an Oculus Go?
I found the answer to my teleporting issue here, answers.unrealengine.com/questions/708500/vr-teleport-rotation.html, by AmritOrie. Either don't completely lift thumb off touchpad or modify BP to account lifting completely off touchpad. Modification is much better, but not 100%.
If you made a level/game and want to test it on your Oculus Quest, it might be smart to go to Project Launcher, click advanced settings. And set Data Build to 'By the book'. This way, the game will deploy to your Quest, instead of creating an instance from which to run the game from. This will help you later on in development for debugging and profiling. Secondly, it launches the game within a minute, instead of 3+ minutes using the 'on the fly' method.
This tutorial should be the gold standard for gamedev tutorials. I'm up and running with my PC to Quest conversion project in half an hour thanks to this fantastic video. Thank you, GoggleHead XR!
This is so amazingly good. Only the best thing wasn't clear for me at first. With this workflow UE4 writes a executable to the quest, so you can use it when the quest is not connected to the computer. I just subbed to the channel.
Awesome! Yeah, maybe it would have been good if I'd mentioned that your game is basically installed on your device once you launch it so you don't need to stay connected to the PC!
Once you test that it's working in your quest, package the project for Android ASTC, which will create an apk file. Then sideload this apk onto the other quest (either using adb from the command line or using SideQuest)
Your tutorial is so amazing!! Just adding a bit to it: - Worth noting is that if you feel like using the SDK you have its possible, just make sure you have API 25. - Download the NDK release 14b from the NDK archives and point your Project Settings to it. - Don't touch the SDK API Level parameter and the NDK API Level parameters So I got a question, why is there no dynamic shadow cast? I got the same problem and I would really like it to do that
Maybe a little late to the party here but this tutorial is absolutely fantastic! Not sure why some people didn't like it but keep up the good work and thanks for helping the VR community grow!
Nice job. You’ve distilled all the instructions on the oculus website (including the suggestion to build the engine from source and run it in debug mode) down to where I landed eventually as well (i.e. just using the current engine and doing it yourself). Subbed.
I agree in fact I am in utter disbelief at how bad the oculus documentation is too get up and running. Is MacOS just not supported by Oculus as an Unreal Development environment?
Actually i find this video really helpful, I wonder how far can it goes doing more fancy stuff in the engine with bigger projects? I'll be receiving my oculus quest in few day i hope and give it a try. Thanks so much for this amazing video, and yeah sure i subscribed and wish to see more of this in this channel :) Good luck man
Very nice job. Thank you! The one thing you forgot to add was “except SDK License” under platforms android. Even after doing that however the build continually fails. UE4 really should not make it that complicated to be able to make an app for the quest.
@@TheREDBahamut It looks like iI'm following in your footsteps. I have the GetBuildPlatform: No BuildPlatform found for Android too, even with all the right settings. Have been researching a lot now. I was hoping maybe you've found a solution in the past 6 months? *fingers crossed*
Hi nice tutorial is very usefull. How did you record the oculus quest? I have been trying with the oculus casting but it doesnt work when i start an unreal proyect. Thannk you
Awesome work. I Forward a lot of our user to this Basic tutorial for instructions on how to Setup the Quest with Unreal. It´s really well done, thank you! :)
Thanks for the tutorial..best one I have seen and everything works better but the project sticks at Processing Assets for Android_Astc and the shaders stop compiling during the launch. Not sure what the problem is here.
Hi! I am trying to create a simple game. I followed your tutorial as best I can, but when I launch the game in my quest, only one of my controllers track at a time (if I move my left controller, I cannot move my right controller until I push a button or trigger on the right controller.) If you can help me find a solution to this, please do! Amazing video by the way!
Yes, this is because of the new oculus quest firmware update! I think ue4 version 4.23 (currently in preview) should fix it, I'll make a video about a fix once I try it out
I found this really helpful. I hope you make more content. I was also wondering if there is a way to get VR editing mode working with the quest? And if not are there plans to add this option?
In the BP_MotionController, you can delete the hand mesh component (but not its children), and then on the motion controller component, in the details, go to visualization and select 'display device model'
Great video - can you please make a video on how to enable to Oculus Quest controllers instead of the default robot hands? Thanks, and keep up the good work.
thanks for the video! unfortunately I am having issues installing the ADB drivers. it will just not install what so ever. been digging other ways on how to get it but still no luck. Anyone had issues installing this? Windows 7 here (still.. lol)
hey, amazing tutorial! I just have one question. whenever I change my light to moveable(just for development) my shadows disappear when I turn around. I couldn't find any answers on the internet so returning here is my last resort. do you have any idea what might cause this problem?
Thank you. When following your Steps and testing the Default VR Template, I am getting black artifacts. Looks like black jittering effects. Might be some AA issue. However, I can't resolve this major issue. Any idea what could cause that problem?
Excellent, very straightforward and easy to follow. Been meaning to learn Unreal in any case, and this looks like the ideal opportunity. Is this going to be a full series?
Thank you! And yes, you're in the right place! I'm currently working on an in-depth VR Template series that will cover interaction systems, locomotion systems etc, and hopefully also include support for both, oculus quest + touch controllers, as well as steamvr + index controllers. I'm prototyping it now, so expect it soon :)
Excellent tutorial - although, do you know anyway to stream real-time data (from another computer) to the Quest via UDP? I'm trying to do this once launching the UE4 game in the Quest.
Thanks, GoggleHeadXR! Your tutorial worked perfectly! I have two question about the default Unreal VR level though: 1) When I Launch the level w/ no edits and it builds for quest, there are several shader errors that pop up about exceeding the maximum of 8 shaders. Any idea what causes this problem? 2) This Unreal example does not seem to be very performant inside the Quest, there are lots of hiccups. What optimizations did you make to get the app to run more smoothly? Thanks again! I'm trying to create a starting template I can duplicate for Quest projects.
Thank you so much! BTW If you get any build errors, try running C:\NVPACK\android-sdk-windows\tools\android.bat and update. Worked for me. However I only have 1 controller (right hand on the left controller, lol XD)
On 4.23 you don't need to edit the manifest override, instead, go to advanced apk packaging > package for Oculus Mobile device > add an array element and select Oculus Quest
@@GoggleHeadXR Ok I managed to fix it. I actually removed SteamVR plugin, as I thought I dont need it. Once enabled back, I got 2 controllers and everything is working just fine!
I would give you 1000 likes if I could, I have watched your video on several occasions, and it has helped me in all of them, thanks for helping the community! :)
I haven't specifically tried with a Rift S because I don't own one, but the process should be fairly straightforward through steamVR. Launch steamvr, then ue4, and then in the play options select VR Preview and it should just run on the rift S directly. It works this way with both the HTC Vive and WMR headsets through SteamVR so I'm pretty sure this should work.
I did this a few days ago and it was TOO easy!! With my Rift S plugged in, I launched the same template and map that is in this video, selected 'VR Preview' in the Play options drop-down, and it just recognized everything and worked. Blew my mind that it was that well integrated. I think there are some plugins that get automatically included, but it wasn't like I had several steps like setting up Oculus Integration in Unity, it just worked. And what is even more awesome is going into 'VR Mode' which takes the editor with you into the headset. :-) There may be settings that are needed to package and build a distributable app for Rift S, but I am several hundred hours away from that :-). This gets your workflow going in the UE4 editor
When you launch via the Quest, does it copy the packaged game automatically to the Quest Device via the USB3 port? Is it not possible to package the game on the PC first, and after that you should copy the game to the Quest? Somehow like that? And does the Build Configuration Development or Shipping matter? Thank you so much for your video and keep rocking! Cheers
Tony, which version of UE4 are you using? I'm trying to get this working with 4.25 and am ALMOST there. I needed to update the NDK to r21b, but now it's giving me this error when I try to Launch: LogPlayLevel: Error: ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.
I would like to use HDRI for Mobile as well. When using the settings, the objects appear black - guessing because we turned off HDRI for mobile. But even wehn activating it, and using the HDRI Backdrop - objects are not illuminated and turn out to be black after the Build. How do you use the HDRI Backdrop then?
Thanks for the tutorial, ported my old projects to the quest in no time! Anyone managed to get MSAA or any form of anti aliasing working with the quest?
4:33 Can I turn my old VR UE4 games (dedicated for Desktop/Console as target hardware) into Oculus Quest games? I have used VR template for my old VR games (v. 4.17).
Thanks for the guide it worked perfectly for me! One issue I'm having is now I can get my project running easily and quickly on my Quest, but for those times I wanna test it out on PC it doesn't seem to be working anymore. I try and do a VR preview on the PC and it just crashes. Is there any setting I need to set so it'll work back and forth between the two platforms?
Thank you very much for your perfect tutorial. I followed your steps, but after "Processing Assets for Android" and "Deploying Executable and Assets", it turns to "Running MyProjectName on Quest" and it takes for hours and never stops. Do you have any solutions to this problem?
Thank you so much. This was the perfect video to get started with this headset. I have saved this video in my bookmarks. I'm also subscribing to follow any other information you might have for the Quest! My one question though, is there no VR Preview with the Quest? I have been using the Vive for about a year and the preview is very helpful in creating my projects since it is very quick in order to test movements and interactions... Having to wait for the whole project to basically package to launch on the Quest seems a bit crazy....
Yeah, unfortunately, there is no option that's as quick as VR Preview when using the Quest. However, only the first build takes very long. The next time you make changes and lunch it on the Quest, it should take significantly lesser time, maybe just 1-3 minutes. But nothing as fast as just clicking VR Preview.
2020 Quick note: To access "library" and "Unknown sources" tab, you go to apps and then in the filters of what app are shown (ie installed, All, etc) scroll to the bottom and it will be there.
Thank you for providing this, its appreciated! If you make a standalone shipment build, how do you get it into quest and into home/main -section (out of Unknown Sources)?
ES3.1 support: In the UE4 [Project Settings] -> [Platforms] -> [Android] - [Build], would you recommend enabling [Support OpenGL ES3.1], Vulkan, or the default ES2 ? According to developer.oculus.com/documentation/quest/latest/concepts/unreal-advanced-rendering/ it seems that it supports ES3 & Vulkan.
Hello, I did step by step as in the video but I can not launch the game in the oculus, this appears:"LICENSE NOT ACCEPTED. SDK LICENSE MUST BE ACCEPTED IN THE ANDROID PROJECT SETTING TO DEPLOY YOUR APP TO THE DEVICE" how could I fix it? Thank you.
Hey, I am Ramstein. Currently, I am working on my project PadIN. here I have to somewhat integrate android-studio functionality in an unreal engine developed game such as UI and tensorflow-lite support and many more. There's also have to be direct sharing of data between both of the interfaces. so is there any way to do these sort of the stuff?
I have a question: I'm trying to use the Oculus Quest inside the VR Mode in Unreal Engine, but without the link cable. I followed a tutorial in UA-cam and now I'm able to open the UE4 by the Virtual Desktop app, but once I click in VR Mode, I don't have the immersive experience... I just see the environment through a window in the Desktop. I think that maybe it is just necessary to adjust a small configuration in the UE, but I can't figure out what it is.
Help! The furniture shadows in my basic room project with a single point light are not showing when uploaded to the Quest. However, the template's directional light shadows are still there (outside the room). What can I do to correct this? Thanks.
I managed to install the template on Oculus quest using 4.23 ue4. Everything is working fine ( I followed your second tutorial also) but for some reason I'm having green artifacts (as if a second mesh) on the hands and some on the surrounding cubes. What is it and do you have a solution? Thanks great tutorials - keep it up
Yup, I had the same problem. Not sure what it is, but in project settings, under the android build settings, disable OpenGL es2 and es3 and select vulkan. That should fix it.
Hello! I have Windows 7 PC, and when I attempt to connect Quest (in the developer mode) to my PC, 'Allow USB Debugging' prompt doesn't show. How to solve this? Thank you in advance.
This is literally the best video for getting started. I wish it was included in Oculus' Quick Start Guide!
Thank you!
I agree. I tried with unity and it was a huge pain in the butt!
Yes, finally a video that explains how to properly set this up. All the others I have come across assume that you already have your VR head gear connected to Unreal Engine and running. Everything worked without a hitch, except for a couple of issues. I am using Unreal Engine 4.22.3 with an Oculus Go. When I first tried this, I was in the floor looking across the top surface of the floor and teleporting crashed the app. So I started over again just in case I missed something. This time my eye level was correct. However, when I teleported, I wasn't always facing the direction of the arrow. It made it very difficult to get to the blocks. Once I finally got to the blocks, I could not reach out and grab them. The hand open and closed, but it was like I had the arm reach of a T-Rex. LOL. Anyone have any insight on how to get this to work correctly for an Oculus Go?
I found the answer to my teleporting issue here, answers.unrealengine.com/questions/708500/vr-teleport-rotation.html, by AmritOrie. Either don't completely lift thumb off touchpad or modify BP to account lifting completely off touchpad. Modification is much better, but not 100%.
yes!! really on point! THX
If you made a level/game and want to test it on your Oculus Quest, it might be smart to go to Project Launcher, click advanced settings. And set Data Build to 'By the book'. This way, the game will deploy to your Quest, instead of creating an instance from which to run the game from. This will help you later on in development for debugging and profiling. Secondly, it launches the game within a minute, instead of 3+ minutes using the 'on the fly' method.
Thanks bro !
This tutorial should be the gold standard for gamedev tutorials. I'm up and running with my PC to Quest conversion project in half an hour thanks to this fantastic video. Thank you, GoggleHead XR!
Wow, thank you so much for the kind words!
I have been banging my head on this for a day now. Your tutorial helped me a lot. Oculus's startup guide does not work, yours does.
Thank you!
Awesome! Glad to help 😁
This is so amazingly good. Only the best thing wasn't clear for me at first. With this workflow UE4 writes a executable to the quest, so you can use it when the quest is not connected to the computer. I just subbed to the channel.
Awesome! Yeah, maybe it would have been good if I'd mentioned that your game is basically installed on your device once you launch it so you don't need to stay connected to the PC!
Once you test that it's working in your quest, package the project for Android ASTC, which will create an apk file. Then sideload this apk onto the other quest (either using adb from the command line or using SideQuest)
300 likes and 0 dislikes? Your running a great channel right now
Your tutorial is so amazing!! Just adding a bit to it:
- Worth noting is that if you feel like using the SDK you have its possible, just make sure you have API 25.
- Download the NDK release 14b from the NDK archives and point your Project Settings to it.
- Don't touch the SDK API Level parameter and the NDK API Level parameters
So I got a question, why is there no dynamic shadow cast? I got the same problem and I would really like it to do that
Did you see my question? :)
Maybe a little late to the party here but this tutorial is absolutely fantastic! Not sure why some people didn't like it but keep up the good work and thanks for helping the VR community grow!
Thank you very much!
@@GoggleHeadXR Any time, looking forward to finding even more helpful info from you!
The only video that actually worked, THANK YOU
You just gained a subscriber by being clear and concise. Well done.
Please dont stop , make more videos ! Keep up the good work !
Nice job. You’ve distilled all the instructions on the oculus website (including the suggestion to build the engine from source and run it in debug mode) down to where I landed eventually as well (i.e. just using the current engine and doing it yourself). Subbed.
Fantastic Video! Clean and concise! Hope you make more!
Great tutorial, using UE 4.24.2, was easier to understand than the Oculus Get Started with Unreal's documentation!
Would love to see more from you!
I agree in fact I am in utter disbelief at how bad the oculus documentation is too get up and running. Is MacOS just not supported by Oculus as an Unreal Development environment?
Quick, to the point and effcient knowledge is all that we want these days, best tutorial :)
Thank you!
@@GoggleHeadXR More tutorial would be appreciated :)
Agree with the other comments that this is amazingly helpful. To the point!
I agree It's definately the only complete walk through I've found online to date
Dude I have been waiting for this tute for months! Thank you
Awesome, thanks for watching!
That was great. Clear, well paced and informative. Appreciate the effort look forward to future vids 👍
Thank you!
Great vid, way better than any other one!
Hope ur channel grows well, u deserve it
I come back to this again and again when setting up projects. Very thorough. thanks very much.
Thanks a lot, this is really useful, love your content, just subscribed ! keep doing oculus quest + unreal tutorial ! this is amazing !
Thank you so much! The official guide was outdated but this worked perfectly.
Great, you're welcome!
Thank you so much for this. As someone that's new to Unreal in general this process is very easy to follow! Keep it up my man
Actually i find this video really helpful, I wonder how far can it goes doing more fancy stuff in the engine with bigger projects?
I'll be receiving my oculus quest in few day i hope and give it a try.
Thanks so much for this amazing video, and yeah sure i subscribed and wish to see more of this in this channel :) Good luck man
This worked fabulously for me getting my first Quest UE4 test app running, thanks!
Very nice job. Thank you! The one thing you forgot to add was “except SDK License” under platforms android. Even after doing that however the build continually fails. UE4 really should not make it that complicated to be able to make an app for the quest.
Have you found a fix for the launch failing? Been trying to find a fix for a couple days now and Im starting to go mad
@@TheREDBahamut It looks like iI'm following in your footsteps. I have the GetBuildPlatform: No BuildPlatform found for Android too, even with all the right settings. Have been researching a lot now. I was hoping maybe you've found a solution in the past 6 months? *fingers crossed*
Bravo my dude! This has been a huge help getting me up and running with vr in UE4. Thank you!
Awesome, thank you for watching!
Thank you so much for this succinct and very helpful tutorial! I look forward to future videos from you.
Had problems launching project on Quest, then found this vid.
Right now compiling shaders for Launch, if it's successful I'm gonna sub you.
Thank you so much for creating this video. Just brilliant.
Hi nice tutorial is very usefull. How did you record the oculus quest? I have been trying with the oculus casting but it doesnt work when i start an unreal proyect. Thannk you
Awesome work. I Forward a lot of our user to this Basic tutorial for instructions on how to Setup the Quest with Unreal. It´s really well done, thank you! :)
Thanks for the tutorial..best one I have seen and everything works better but the project sticks at Processing Assets for Android_Astc and the shaders stop compiling during the launch. Not sure what the problem is here.
Superb. Concise, informative .... Xlent!!
Hi! I am trying to create a simple game. I followed your tutorial as best I can, but when I launch the game in my quest, only one of my controllers track at a time (if I move my left controller, I cannot move my right controller until I push a button or trigger on the right controller.) If you can help me find a solution to this, please do! Amazing video by the way!
Maybe it's a new version, I also meet same problem
Yes, this is because of the new oculus quest firmware update! I think ue4 version 4.23 (currently in preview) should fix it, I'll make a video about a fix once I try it out
Hey! I just posted a video explaining a fix with 4.22, hope it helps :)
Thank you, i just want research that and you did it first, great work!
Awesome video as a first step in getting your unreal projects on to Quest!
I found this really helpful. I hope you make more content.
I was also wondering if there is a way to get VR editing mode working with the quest? And if not are there plans to add this option?
This is awesome! Thanks for sharing your knowledge!!
Excellent video. Thank you! Subscribed ;-)
I'm very interested in any videos on making basic games in VR with Unreal Blueprints!
Great tutorial - do anyone know how to change the robot hands to the default Oculus Quest controllers in Virtual Reality template?
In the BP_MotionController, you can delete the hand mesh component (but not its children), and then on the motion controller component, in the details, go to visualization and select 'display device model'
Great video - can you please make a video on how to enable to Oculus Quest controllers instead of the default robot hands? Thanks, and keep up the good work.
Thank you sir. You just saved me hours of work.
thanks for the video! unfortunately I am having issues installing the ADB drivers. it will just not install what so ever. been digging other ways on how to get it but still no luck. Anyone had issues installing this? Windows 7 here (still.. lol)
Teriffic work. Thanks for the effort and talent to put this together. You're an excellent instructor.
Thank you for the kind words!
hey, amazing tutorial! I just have one question. whenever I change my light to moveable(just for development) my shadows disappear when I turn around. I couldn't find any answers on the internet so returning here is my last resort. do you have any idea what might cause this problem?
You sir; are a wizard.... Great stuff, thank you for taking the time to teach this.
You're welcome, glad it helped!
Thank you so much! You're a Godsend. You made the process so easy. Keep up the great work.
Thank you for watching!
Awesome. Thanks for sharing your knowledge
Excellent video. Set me up perfectly. Thank You.
Thank you. When following your Steps and testing the Default VR Template, I am getting black artifacts. Looks like black jittering effects. Might be some AA issue. However, I can't resolve this major issue. Any idea what could cause that problem?
Excellent, very straightforward and easy to follow. Been meaning to learn Unreal in any case, and this looks like the ideal opportunity. Is this going to be a full series?
Thank you! And yes, you're in the right place! I'm currently working on an in-depth VR Template series that will cover interaction systems, locomotion systems etc, and hopefully also include support for both, oculus quest + touch controllers, as well as steamvr + index controllers. I'm prototyping it now, so expect it soon :)
This. Is. Awesome!! Thank you!
Thanks for sharing! How can you record the video from the Oculus Quest?
In Oculus home, go to sharing > record video
@@GoggleHeadXR Thanks!
I am a total noob and you made it look easy. Thank you a thousand times. Can I adopt you?
An excellent tutorial! Thank you for providing this.
Good job, thank you. Please make a video to explain how to use oculus avatar I can not find anything that explains. thanks in advance
Excellent tutorial - although, do you know anyway to stream real-time data (from another computer) to the Quest via UDP? I'm trying to do this once launching the UE4 game in the Quest.
Thanks, GoggleHeadXR! Your tutorial worked perfectly! I have two question about the default Unreal VR level though:
1) When I Launch the level w/ no edits and it builds for quest, there are several shader errors that pop up about exceeding the maximum of 8 shaders. Any idea what causes this problem?
2) This Unreal example does not seem to be very performant inside the Quest, there are lots of hiccups. What optimizations did you make to get the app to run more smoothly?
Thanks again! I'm trying to create a starting template I can duplicate for Quest projects.
Thank you so much! BTW If you get any build errors, try running C:\NVPACK\android-sdk-windows\tools\android.bat and update. Worked for me. However I only have 1 controller (right hand on the left controller, lol XD)
To solve the one controller problem, either use 4.23, or check my other video where I show you how to fix it :)
@@GoggleHeadXR Yeah Im on 4.23. I also tried to edit ManifestRequirementsOverride in various ways. But still haven't figured out which one works
On 4.23 you don't need to edit the manifest override, instead, go to advanced apk packaging > package for Oculus Mobile device > add an array element and select Oculus Quest
@@GoggleHeadXR Ok I managed to fix it. I actually removed SteamVR plugin, as I thought I dont need it. Once enabled back, I got 2 controllers and everything is working just fine!
Thanks for your work !!
I would give you 1000 likes if I could, I have watched your video on several occasions, and it has helped me in all of them, thanks for helping the community! :)
Thanks a lot!
Thanks for the video, do you know how about how to set up Rift S for Unreal Engine?
I haven't specifically tried with a Rift S because I don't own one, but the process should be fairly straightforward through steamVR. Launch steamvr, then ue4, and then in the play options select VR Preview and it should just run on the rift S directly. It works this way with both the HTC Vive and WMR headsets through SteamVR so I'm pretty sure this should work.
I did this a few days ago and it was TOO easy!! With my Rift S plugged in, I launched the same template and map that is in this video, selected 'VR Preview' in the Play options drop-down, and it just recognized everything and worked. Blew my mind that it was that well integrated. I think there are some plugins that get automatically included, but it wasn't like I had several steps like setting up Oculus Integration in Unity, it just worked. And what is even more awesome is going into 'VR Mode' which takes the editor with you into the headset. :-)
There may be settings that are needed to package and build a distributable app for Rift S, but I am several hundred hours away from that :-). This gets your workflow going in the UE4 editor
@@GoggleHeadXR I didn't need Steam VR, it just needed the Oculus app open.
Absolutely awesome 👏👏👏
When you launch via the Quest, does it copy the packaged game automatically to the Quest Device via the USB3 port? Is it not possible to package the game on the PC first, and after that you should copy the game to the Quest? Somehow like that? And does the Build Configuration Development or Shipping matter? Thank you so much for your video and keep rocking! Cheers
Thanks, Do you know how to activate Dynamic Shadows for the blue cubes?:
Same problem with Normal Maps(another project).. Thank you again ;)
Tony, which version of UE4 are you using? I'm trying to get this working with 4.25 and am ALMOST there. I needed to update the NDK to r21b, but now it's giving me this error when I try to Launch:
LogPlayLevel: Error: ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.
@@SteveTalkowski Hi Steve, thanks for your answer. 4.24. But updating un a minute. :).
The same here, I can`t use other versions for NDK. ;)
I would like to use HDRI for Mobile as well. When using the settings, the objects appear black - guessing because we turned off HDRI for mobile. But even wehn activating it, and using the HDRI Backdrop - objects are not illuminated and turn out to be black after the Build. How do you use the HDRI Backdrop then?
Great, now how do I get the project out of Unreal and into a package that people can use on Sidequest?
Thank you for this video! Cant wait for the second part!
Thanks for the tutorial, ported my old projects to the quest in no time! Anyone managed to get MSAA or any form of anti aliasing working with the quest?
sweet might have to get the quest at some point.
Thanks👍 if you make more videos about UE4 and oculus quest development then I will be watching for sure.
Awesome! More UE4 + VR (quest/index) videos coming soon!
Great! But are you able to walk around in the VR space using Oculus Quest instead of teleporting? Looking forward, thank you
yes quest is 6DOF
Thanks for the vid help me a alot
4:33 Can I turn my old VR UE4 games (dedicated for Desktop/Console as target hardware) into Oculus Quest games? I have used VR template for my old VR games (v. 4.17).
Thanks! Amazing tutorial!
Very clear, thanks.
Thanks for the guide it worked perfectly for me! One issue I'm having is now I can get my project running easily and quickly on my Quest, but for those times I wanna test it out on PC it doesn't seem to be working anymore. I try and do a VR preview on the PC and it just crashes. Is there any setting I need to set so it'll work back and forth between the two platforms?
I don't think you need to change any settings, it works fine for me when I try to use a pcvr headset and the VR preview option..
Fantastic video. Subbed
Thank you very much for your perfect tutorial. I followed your steps, but after "Processing Assets for Android" and "Deploying Executable and Assets", it turns to "Running MyProjectName on Quest" and it takes for hours and never stops. Do you have any solutions to this problem?
Thank you so much. This was the perfect video to get started with this headset. I have saved this video in my bookmarks. I'm also subscribing to follow any other information you might have for the Quest! My one question though, is there no VR Preview with the Quest? I have been using the Vive for about a year and the preview is very helpful in creating my projects since it is very quick in order to test movements and interactions... Having to wait for the whole project to basically package to launch on the Quest seems a bit crazy....
Yeah, unfortunately, there is no option that's as quick as VR Preview when using the Quest. However, only the first build takes very long. The next time you make changes and lunch it on the Quest, it should take significantly lesser time, maybe just 1-3 minutes. But nothing as fast as just clicking VR Preview.
Great tutorial...
Thanks mate, subbed
Great video mate, thank you!
2020 Quick note: To access "library" and "Unknown sources" tab, you go to apps and then in the filters of what app are shown (ie installed, All, etc) scroll to the bottom and it will be there.
Thank you for providing this, its appreciated! If you make a standalone shipment build, how do you get it into quest and into home/main -section (out of Unknown Sources)?
To get your app out of unknown sources, you'll have to package it according to Oculus' guidelines and submit it to Oculus for review and acceptance.
@@GoggleHeadXR Thank you! I'm quite sure I will find that platform to get the certificate.
Hi csn you pls do you know how to uplaod apk and obb to oculus dashboard with command line utiliy thanks
ES3.1 support: In the UE4 [Project Settings] -> [Platforms] -> [Android] - [Build], would you recommend enabling [Support OpenGL ES3.1], Vulkan, or the default ES2 ? According to developer.oculus.com/documentation/quest/latest/concepts/unreal-advanced-rendering/ it seems that it supports ES3 & Vulkan.
Hello, I did step by step as in the video but I can not launch the game in the oculus, this appears:"LICENSE NOT ACCEPTED. SDK LICENSE MUST BE ACCEPTED IN THE ANDROID PROJECT SETTING TO DEPLOY YOUR APP TO THE DEVICE" how could I fix it? Thank you.
If you didn't get the pop-up for enabling USB debugging, use the commands "adb kill-server" and then adb "start-server" :)
Hey, I am Ramstein.
Currently, I am working on my project PadIN.
here I have to somewhat integrate android-studio functionality in an unreal engine developed game such as UI and tensorflow-lite support and many more.
There's also have to be direct sharing of data between both of the interfaces.
so is there any way to do these sort of the stuff?
I have a question: I'm trying to use the Oculus Quest inside the VR Mode in Unreal Engine, but without the link cable.
I followed a tutorial in UA-cam and now I'm able to open the UE4 by the Virtual Desktop app, but once I click in VR Mode, I don't have the immersive experience... I just see the environment through a window in the Desktop. I think that maybe it is just necessary to adjust a small configuration in the UE, but I can't figure out what it is.
Help! The furniture shadows in my basic room project with a single point light are not showing when uploaded to the Quest. However, the template's directional light shadows are still there (outside the room). What can I do to correct this? Thanks.
I'm the thousandth like! keep up the awesome work it was super helpful
Thank you!
Short and sweet.. nice!
I managed to install the template on Oculus quest using 4.23 ue4. Everything is working fine ( I followed your second tutorial also) but for some reason I'm having green artifacts (as if a second mesh) on the hands and some on the surrounding cubes. What is it and do you have a solution? Thanks great tutorials - keep it up
Yup, I had the same problem. Not sure what it is, but in project settings, under the android build settings, disable OpenGL es2 and es3 and select vulkan. That should fix it.
You should switch to forward rendering for Quest.
Hello! I have Windows 7 PC, and when I attempt to connect Quest (in the developer mode) to my PC, 'Allow USB Debugging' prompt doesn't show. How to solve this? Thank you in advance.
This happens for me as well! :(
Thank you so much