Forum Discussion
drooer
3 years agoExplorer
Previously working .apk now crashes upon launch on Oculus Quest 2 without any changes made
Problem:
- Meta Quest Developer Hub (.apk built from Unreal Engine 5.0.3) crashes upon launching.
- App launch was working fine 6 hours before my Oculus was left switched on unattended (went to bed, woke up, did nothing to change anything and it didn't work anymore. was able to launch + cast prior).
- Used an old working .apk file to test and it crashes upon launching as well.
Have tried to troubleshoot but to no avail:
- factory reseting oculus + changing a new oculus set
- reinstalling several backed-up .apk files which used to work prior to sleeping
- repackaging .apk from my different backed-up unreal projects
Imported a sample VR template from UE5 and packaged it, .apk app launches successfully on Oculus. However, migrating my project file into the new template causes the new .apk to fail launch.
Rebuilding my entire game from VR template is too time consuming.
Any solutions/troubleshooting suggestions would be greatly appreciated. Please send help!
Hi guys,
so, the issue was indeed caused by the hand tracking and I did manage to resolve the issue.
In the end I moved everything up to 5.1.You then need to disable the Oculus plugin (which is now depricated and is the source of the problem).Download and install the new Meta XR plugin which you can find here...
https://developer.oculus.com/downloads/package/unreal-engine-5-integration/
And your project should now work and your hand tracking should be restored.
Another benefit of this is that you can now use Hand Tracking V2 which wasnt supported under the old OculusVR plugin.
Hope this helps someone!
Dave
10 Replies
Replies have been turned off for this discussion
- chakri_xrExplorer
This happened to me as well recently. I think there's a new Oculus update which is causing an issue. I managed to resolve the issue. In my case it's the "Handtracking Feature". Are you using "Oculus Hand Component" in your project?
- chakri_xrExplorer
Unfortunately, turning off Hand Tracking worked for me. There's a setting in project settings - plugins- OculusVR which allows to set OpenXR settings.....you have to revert it to Oculus Open XR and remove all blueprint nodes like "isHandTrackingEnabled", or what ever functions you are using on OculusHand (Also remove OculusHand Components from Pawn). This worked for me but fortunately my app doesn't need Hand Tracking. Please Do let me know if anything works for you apart from this
- drooerExplorer
I think I could compromise on the handtracking feature for this project. thank you so much for this, will give it a go and let you know if it works!
- drooerExplorer
hey chakri_xr , when you reverted the motion controllers back to default (quest controller), does your debug line show 2 for each hands? somehow I have 2 debug lines come out from each controller and am wondering if that's one of the bugs too, because it usually only shows one (from each hand).
- chakri_xrExplorer
Hey drooer ! Glad that it worked for you! Are you referring to widget interaction debug lines? if so, it's a bug which is there for a long time and hasn't fixed yet. I had a work around....I usually set-up a Niagara Laser system with dynamic beam emitter and use them for pointers. Hope this should work for you too!
- DPGamesExplorer
Hi guys, did anybody find a solution that does not invlove removing hand tracking? It's kind of the core element of my app!
- drooerExplorer
Hey, I decided to remove the hand tracking feature from my project, unfortunately. Couldn't find a solution (was in a time crunch). Hope you have found a solution for your project.. if you do, please share it with us here 🙏
- DPGamesExplorer
Hi guys,
so, the issue was indeed caused by the hand tracking and I did manage to resolve the issue.
In the end I moved everything up to 5.1.You then need to disable the Oculus plugin (which is now depricated and is the source of the problem).Download and install the new Meta XR plugin which you can find here...
https://developer.oculus.com/downloads/package/unreal-engine-5-integration/
And your project should now work and your hand tracking should be restored.
Another benefit of this is that you can now use Hand Tracking V2 which wasnt supported under the old OculusVR plugin.
Hope this helps someone!
Dave
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