I have tried getting an answer in a few places, but I think it's now down to a problem on the device side.
My app is building correctly, and if I build it wrong (e.g., arm64) it WILL launch, but monoscopic.
The correctly-built app (arm7) installs without a problem, but it can not be launched. Tapping the icon does nothing.
I have my osig file in three different places (java/assets for the project, and for the Engine on the PC, and then in /sdcard/oculus/ on the device).
I'm not getting any error message or anything-- if I launch using Unreal's ProjectLauncher, it goes through all the steps happily, but the last step ("Launching on Android_ASTC@[my device id]"), it hangs up. The Output Log just keeps displaying "<>c__DisplayClass60_0.<RunClientWithServer>b__0: Waiting for server to start....
" over and over again, infinitely.
Can some kind, kind soul tell me what's missing, or why this might be happening? I've looked all over the place. Unreal's relevant documentation is a few generations old-- and I can't enable debug mode for Oculus on the device, because that stuff has changed.