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3d-illusions.co.uk's avatar
2 years ago

maintain an up to date list of android sdk, ndk, jdk, android studio version for each UE version

I spent hours and hours trying to get my project to build because the information given on the Unreal website was incorrect, and meta don't provide it at all.  For example, this page Android Development Requirements For Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) suggests skd33 is needed, but that produces a gradle build failure.

Rather than thousands of people struggling, have one member of your staff ascertain and provide the correct information for each editor version (unreal/unity).  Make it simple in the following format (with description and links), for example:

UE 5.3.2

Software to install

  1. Unreal Engine Launcher/Unreal engine (game engine)
    Download Unreal Engine - Unreal Engine
  2. Meta quest developer hub (Meta XR unreal plugin requires this to see headset, allows you to turn off headset boundaries and proximity sensor, enable  upload of apps to meta and headset, analyze performance, set paths (not sure when this software needs to use those paths))
    Meta Quest Dev Center - Meta Quest Developer Hub (oculus.com)
  3. Meta Quest Link software (needed for vr preview in editor.  Overly confusing why we need this as well as the devloper hub.  It would be better if the developer hub was able to link without the need to install and run this additional software, it has a link button already)
    https://www.oculus.com/download_app/?id=1582076955407037
  4. Android studio flamenco 2022.2.1 (allow the user to install the necessary android tools and libraries, and specify the versions to use)
    Android Studio download archives  |  Android Developers
  5. JDK 17.0.6 (provides java libraries used for building the game prior to deployment)
    Older Releases of Microsoft Build of OpenJDK | Microsoft Learn
  6. Meta XR plugin for Unreal (Partial unreal engine configuration + build options)
  7. Oculus app for iphone/android (allows you to turn on developer mode on the quest (I think that's all it's for, not sure why that can't just be done on the headset without the app..))

Settings:

Android studio (projects tab -> more actions -> SKD Manager)

 

Meta Quest Developer Hub (devices tab)

  • Turn on ADB over wifi if you're launching your game to the headset over air link instead of usb
  • Turn on Link to headset if you're using the link software to VR Preview the level directly in the editor without building/launching.  Specify the relevant method (wired/over air).

 

Meta Quest Link Software

Enable unknown sources and click 'set meta quest link as active'

 

Meta XR plugin

Once downloaded, inside unreal engine, choose edit, plugins, virtual reality (at the top), then enable.

To set up go to:

then click apply all next to required and recommended (restart when prompted)

 

Configure Unreal to use the installed components (edit project settings)

(paths may be different dependant on provider)

 

This is the first time I've done this, so I may have missed something, or put something in the wrong order, but you get the idea.

15 Replies

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  • I made a guide a while ago that covers all of these interesting details. I linked it in the other thread, half the challenge is getting Android set up. In UE5.4.x, some of the obstacles have been reduced on Epic's side (mostly bug fixes), looking forward to Meta's plugin update.

    • Thanks, I did actually end up following your guide over there, but I still think it would be better if Meta maintained a definitive guide for each unreal version, because there were several conflicting guides on the Unreal website.  It's also in Meta's interest to make game development for their hardware easier.

    • Hmm, I posted this in the 'make a great suggestion' topic.  Perhaps it's been moved here.

      • dredgeho2's avatar
        dredgeho2
        Protege

        You've made an excellent post and apparently they don't like suggestions.  

  • Is this up to date for 5.4.4 ? We’re seeing some JDK not found issues now… such a headache with this dev kit now. 

  • I feel you Teemujin its getting ridiculous; I'll get to 5.4.4 this weekend as I currently can't face it today.

    • Teemujin's avatar
      Teemujin
      Explorer

      Was just looking at your page as well.. great job you guys all trying to unify it.  I think if a bunch of us gather together we can share the pain and help keep one place where everyone else can pass the pain… Im here if anyone wants to have us try things and help.  Thank you for the reply innit ! For the first time I feel like there is someone listening ! Haha.  Cheers 

  • Here’s what we’re seeing.  With latest UE 5.4.4 - we had to update Android SDK / NDK to be v34 for the builds to work.  But then when going to install into the headset… MQDH app complains that v33 is not supported and it wants v32… merry go round and round.  Fix to build but break to install.. which should we have… I am at V69 for headset version quest 3. 

  • Sorry for the delay I was doing Audio stuff. I updated the guide and added a foot note. Its not a massive deal all you need to change is the Project Settings/Platforms/Android/Target SDK version to 34 and change Project Settings/Platform/Android/SDK API Level to android-34 and you'll be all set. Meta Store requires these versions so 5.4.4 updated, I think Epic even made a page about it but its as cryptic as ever. You may want to check you have the full SDK 34 installed from Android Studio (just in case).

    • Jan_Osch's avatar
      Jan_Osch
      Honored Guest

      This install drove me crazy on my Mac.

      This finally worked
      (you can set automatically do the setup of the Android dev enviroment in about 10 minutes with just some clicks...):

       

      Let UE5 (in my case UE 5.4.4) do the Android Studio install

      During the install process - manually choose an Android SDK Command-Line Tool

      and let UE5 do the whole setup of the Android Studio install including download od the SDK enviroments

      then in your UE5 project-setting  "plattforms - Android SDK" set the following NDK API level 

      for UE 5.4.4:
      SDK API level: " matchndk "      <-- let UE decide the API level
      NDK API level: "android-29".     <-- the most important setting 

       

       "android-29" according to UE5 manual "supported XR devices page:
      (https://dev.epicgames.com/documentation/en-us/unreal-engine/supported-xr-devices-in-unreal-engine)
       

    • Jan_Osch's avatar
      Jan_Osch
      Honored Guest

      in your project setting "Platforms - Andorid SDK"
      set the NDK API level to "android-29" and SDK API level to "matchndk" and it will work with SDK34 and even SDK35 from Android Studio ...

  • Updated the Tutorial to cover UE5.4.4 with Distribution a few days ago; I tend to avoid "matchndk" for versioning of projects. I do have a Mac and do Mac builds mostly for iOS, maybe one day I'll find a Vision Pro and make a Tutorial for that.

    • Jan_Osch's avatar
      Jan_Osch
      Honored Guest

      "I do have a Mac and do Mac builds mostly for iOS, maybe one day I'll find a Vision Pro and make a Tutorial for that."

      Developing for Apple Vision Pro is still (with UE 5.5 Preview 1) not available in the normal distribution. You have to compile UE from source to include their Apple Vision Pro support.
      Then it is possible to run one UE 5.X project on Quest & AVP.
      Victors instructions do the job.
      Hopefully Meta will update their  UE "Meta XR Plugin" to support UE 5.4.4 asap (better 5.5.X).
      Then cross platform 
      development will get much easier...... 

      As of today it is nothing but pain from both sides.

  • This has been the most useful and accurate documentation I have found on Oculus packaging and deployment. Thank you so much