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rjmig88's avatar
rjmig88
Honored Guest
11 years ago

UE4 Exynos GearVR Support

I'm running a rooted Note4 with Android Lollipop 5.0.1 on an Exynos GearVR phone. I can't get Unreal 4.7.2 (binary build, also tried 4.8.0 from source) to work for the GearVR. GearVR applications from the Oculus store works great. I can build Unity games for the GearVR just fine.

The issue I'm getting is on the C++ first person template it seems to render each eye correctly then it stops rendering. I get two or three seconds of rendering/headtracking then the render thread freezes. If I take off the headset and put it back on it resumes rendering for 2-3 seconds. It still runs other inputs. You can hear the sound of the gun firing if you tap on the touchpad. I'm able to do a non GearVR android build, the touch controllers appear and I can run around fine in the level, so UE4 is definitely capable of rendering to this phone for a normal android game.

I've tried following all the suggestions in this thread: https://forums.unrealengine.com/showthr ... kes-me-sad

I have a oculussig file correctly setup (it works fine doing Unity), and followed all the steps to get GearVR working (plugin enabled, scalable3d mobile content, no starter pack, configured for android properly, remembered to check Configure the AndroidManifest for deployment to Gear VR = true, etc.

Does anyone have any other ideas? How long would Exynos support take?

Link to the firmware I'm using for my rooted Exynos note 4: http://forum.xda-developers.com/note-4/ ... k-t3029783

Thanks!

Randy

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