Forum Discussion
bobcober
2 years agoProtege
Can 5.4.4 create a package for Quest 3?
Trying to build a package for Quest 3.
Seems like Unreal requires SDK 34 but Quest only supports 32?
Has anybody packaged for Quest 3 using 5.4.4?
Is there some kind of compatibility matrix where which versions of Unreal, Quest, and Android SDK is documented?
Shocked it is still so hard to find info
11 Replies
Replies have been turned off for this discussion
- bobcoberProtege
To be clear, if you use
SDK API: android-32
NDK API: android-29
It will fail when packaging:
Z:\app\src\main\java\com\epicgames\unreal\BatteryReceiver.java:88: error: cannot find symbol
...
If you use
SDK API: latest
NDK API: latest
It will create APK, but when you try to install on device :
Failure [INSTALL_FAILED_OLDER_SDK: Requires newer sdk version #33 (current version is #32)]
Thanks for any help/advice/tips on packaging 5.4 to device
- mike.dimascio.1Explorer
I also was getting the "Requires newer sdk version #33 (current version is #32)]", so I installed #34 and the build completes successfully (Android_ASTC). I then use Sidequest to install the APK and it succeeds. So far so good, right? I put the Q3 headset on, find the install from "Unknown Sources", select it. I get the Unreal Engine logo and the three pulsing dots, but they never stop pulsing and I never get past this.
I even tried all this with just the VR_Template project, everything is successful but the 3 dots just keep pulsating on my Q3 and it never finishes loading. Its just architecture, too. So I don't know what to do.
- bobcoberProtege
[UPDATE] It works with the 5.4.3 Oculus Source Branch. Can build, deploy, and run APK to device. So it is just the Epic Launcher 5.4.4 that cannot build properly
- MetaArchitectioExplorer
Hi guys I have a similar problem with Uncooked assets, can anyone tell me how to resolve this- while packing from UE 5.4 to Quest 3.0
1.This is what I'm getting, i am looking for someone experienced to walk me through his my email is: Osher@MVArchitect.io
UATHelper: Packaging (Android (ASTC)): LogCook: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.
UATHelper: Packaging (Android (ASTC)): Source package: /Game/MSPresets/M_MS_Default_Material_VT/M_MS_Default_Material_VT
UATHelper: Packaging (Android (ASTC)): Target package: /Bridge/MSPresets/MSVTTextures/Placeholder_Normal
UATHelper: Packaging (Android (ASTC)): Referenced object: /Bridge/MSPresets/MSVTTextures/Placeholder_Normal.Placeholder_Normal
Unreal engine 5.4 to Quest 3 packaging how to deal with uncooked materials2.UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogHMD: Warning: Required extension XR_EXT_eye_gaze_interaction is not available
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.4\Engine\Plugins\Marketplace\MetaXR\Content\Materials\PokeAHoleMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.4\Engine\Plugins\Marketplace\MetaXR\Content\Meshes\LeftTouchForQuest2.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.4\Engine\Plugins\Marketplace\MetaXR\Content\Materials\TouchForQuest2Material.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
PackagingResults: Warning: Last Error 206: Failed to create directory for shader debug info 'C:/Users/osher/Documents/Unreal Projects/VRtest1/Saved/ShaderDebugInfo/VULKAN_ES3_1_ANDROID/M_StdTranslucentFrostedGlass_cca2e31effa3f3ed/Default/FLocalVertexFactory/TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLDRGamma32LOCAL_LIGHTS_ENABLED/0'. Try enabling large file paths or r.DumpShaderDebugShortNames.
PackagingResults: Error: Content is missing from cook. Source package referenced an object in target package but the target package was marked NeverCook or is not cookable for the target platform.- cys10107Honored Guest
I got this error too and managed to get past this after some searching. Some packages are not targeted for Android, in your case I see the Bridge uplugin used for megascan.
1. Find the .uplugin file in [Your Engine Installation folder]/Engine/Plugins/[Target Plugin]
In your case it should be Bridge.uplugin in Bridge folder
2. Open it with a code editor and add Android to target platforms
3. Try again and it should get past those errors. This seems like a 5.4 specific issue
- innitAdventurer
Yes it can create and package: https://dev.epicgames.com/community/learning/tutorials/y4vB/unreal-engine-5-4-x-for-meta-quest-vr
- VisualdesignExplorer
I used these instructions, but when I install on Quest 3s, all the materials appear green except the sky.
- MetaArchitectioExplorer
Hi Thank you so much for this, When I package my project into Quest 3, the controllers with he lasers that show the next location for movement just disappear, ay way to get them into the Quest user interface, Thanks
Osher@MVArchitects.io - MoSloMoHonored Guest
make sure you download Andriod Studio Flamingo 2022.2.1 and Java 17.06 other Java versions don't work.
Set your minimum and target SDK to 32
android ndk API to 32 as well
this setting works - innitAdventurer
As of Meta Plugins v69 for UE5.4.x
Minimum SDK Version: 29
Target SDK Version: 32
Android SDK: C:/Users/name/AppData/Local/Android/Sdk
Android NDK: C:/Users/name/AppData/Local/Android/Sdk/ndk/25.1.8937393
Java: C:\Program Files\jdk-17.0.10
SDK API Level: android-34
NDK API Level: android-29With these setting you'll also be able to build for distribution fun.
- eric_vrcaveHonored Guest
Wanted to share a tip, if you're running into flickering around the edges of the screen (in the foveated rendering area) when enabling FFR on a Quest 3 (e.g. set Foveated Rendering Level to High, and disable dynamic foveation in the Meta XR Plugin settings), it's probably caused by having debug text on screen. Try running the `DisableAllScreenMessages` console command on your Quest while the app is running (e.g. via Device Output Log) which fixes the issue for me.
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 7 months ago