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Trouble Launching Unreal Engine Project on Oculus Quest via Android App

mediaxiaotong
Honored Guest

Hello Oculus Quest Community,

I'm encountering a challenge launching my self-developed Unreal Engine project from an Android app. I've tried the following two approaches, but neither seems to work on the Quest:

  1. Using Intent.ACTION_MAIN with intent.setClassName:

    kotlin
    val intent = Intent(Intent.ACTION_MAIN) intent.setClassName(packageName, "com.epicgames.unreal.GameActivity") intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK)
  2. Using getLaunchIntentForPackage:

    kotlin
    val intent = packageManager.getLaunchIntentForPackage("com.meta.MovementSample") if (intent != null) { startActivity(intent) }

These methods work correctly on other Android systems and Pico VR devices but fail on the Quest. Implementing a reliable launch mechanism from our VOD system to manage our in-house VR game on Quest devices is crucial for us. This issue is affecting our decision to purchase Quest units for our VR experience centers in large quantities. I'm seeking insights or solutions for why these methods might not work on the Quest and how to resolve this. Any assistance or advice would be greatly appreciated.

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