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pilotniq
4 years agoHonored Guest
Hang on headset launch - Problems getting started, is Mac *really* supported?
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2.
I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up.
I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported?
I have been able to build the sample template project in UE4.
However, on launch, everything hangs, and the last message in the output log is:
In the headset I first see the three dots, and then just a "black" world.
At some point during troubleshooting, I got some messages indicating the .obb file was not found, and download of it was starting which might have
I'm running Android Studio 3.6.3, UE 4.25 from source, MacOS 10.15.7, XCode 12.4, Oculus VR Plugin version 1.55.0.
Manually starting the code using adb shell, then "am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity" and then "logcat", I get the following
I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up.
I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported?
I have been able to build the sample template project in UE4.
However, on launch, everything hangs, and the last message in the output log is:
LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity
LogPlayLevel: Starting: Intent { cmp=com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity }
In the headset I first see the three dots, and then just a "black" world.
At some point during troubleshooting, I got some messages indicating the .obb file was not found, and download of it was starting which might have
I'm running Android Studio 3.6.3, UE 4.25 from source, MacOS 10.15.7, XCode 12.4, Oculus VR Plugin version 1.55.0.
Manually starting the code using adb shell, then "am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity" and then "logcat", I get the following
02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/PokeAHoleMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/PokeAHoleMaterial
02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Found 0 dependent packages...
02-15 10:49:56.448 9320 9354 D UE4 : CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial
02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial
02-15 10:49:56.448 9320 9354 D UE4 :
02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]LogHMD: Error: Unable to load PokeAHoleMaterial
02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_ChromaKey requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_ChromaKey
02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Found 0 dependent packages...
02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_ChromaKey'
02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogMR: Warning: Invalid ChromaKeyMaterial
02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_OpaqueColoredMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_OpaqueColoredMaterial
02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Found 0 dependent packages...
02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_OpaqueColoredMaterial'
02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogMR: Warning: Invalid OpaqueColoredMaterial
02-15 10:49:56.500 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
02-15 10:49:56.501 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
02-15 10:49:56.516 737 737 E WifiHAL : handleResponse: OTHER_RX_MULTICAST_CNT not found
02-15 10:49:56.521 737 737 E WifiHAL : wifi_get_ring_data: Error -5 happened.
02-15 10:49:56.521 1026 3833 E WifiVendorHal: getRingBufferData(l.1675) failed {.code = ERROR_INVALID_ARGS, .description = }
02-15 10:49:56.555 1026 3833 D wifi-jni: no kernel logs
02-15 10:49:56.595 9320 9354 D UE4 : [2021.02.15-09.49.56:595][ 0]LogAISub: UAISubsystem AISubsystem (0x9f344160), frame # 0
02-15 10:49:56.596 9320 9354 D UE4 : [2021.02.15-09.49.56:596][ 0]LogAISub: UAISubsystem AIPerceptionSystem (0xc5893b00), frame # 0
02-15 10:49:56.599 9320 9354 D UE4 : [2021.02.15-09.49.56:599][ 0]LogAISub: UAISubsystem EnvQueryManager (0x9ff25100), frame # 0
02-15 10:49:56.601 688 9526 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0)
02-15 10:49:56.609 688 9528 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0)
02-15 10:49:56.616 688 9530 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0)
02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: -------------- Default Property warnings and errors:
02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial
02-15 10:49:56.616 9320 9354 D UE4 :
I think perhaps the PokeAHoleMaterial is related to the OculusVR Plugin in UE4. I have enabled the plugin, but the plugin is not showing up under "Plugins" in the project settings. I saw a post saying to add the /OculusVR/Materials to the "Additional Asset Directories to Cook". But there is no "/OculusVR/Materials" that can be selected, and I'm wondering if this is due to the plugin not working completely?
5 Replies
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- Anonymous
Are you using the source from Epic or the Source from the Oculus branch?
- Anonymous
I had the same issue from both Oculus 4.26 source and Epic 4.26 binaries. I reverted to Epic 4.25.4 binaries and it worked fine. Use the settings from this video. Just skip to 6:45 for the relevant settings. https://www.youtube.com/watch?v=x0wiYhLeK6Q
- I3LlamasHonored Guest
I have just come across the same problem. I also have been using 4.25.4 and it worked just fine, but when I updated to 4.26 it just gives me the three dots and black screen. Any new news on a potential fix or should I just stick with 4.25.4?
- leafadventureHonored Guest
You have to add /OculusVR/Materials in Additional Asset Directories to Cook. Just write it in the text input, even if it is not shown in the "..." explorer.
- acborkExplorer
hi,... after many many many tries this finally worked for me on the VR Template for UE5 on Intel MAC...
leafadventure, is there an explanation somewhere to help me understand why this setting is required, as it's not in any of the official documentations as far as I can see...?
Also, an additional question.. there are some references on using some kind of UE5 build which is specific for Quest development... is it worth doing that ... as I am currently just downloaded the standard ue5.03 and started playing with the templates...
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