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Packaging for Store Help! Third Party DLL problems

eric3dee
Honored Guest
I've been banging my head against the wall on this one.  We recently released a game on SteamVR and are currently trying to port to Oculus.  Everything works great, however when I try to upload to the Oculus store, it gives me errors saying my package contains a number of DLLs that Oculus doesn't like.  The thing is, I have disabled just about ever plugin in my project and Unreal still builds a package with these DLL files.  If I manually delete them, the app won't run either (it just spits out an Unreal crash log).  The DLLs include Physx, Ogg, Vorbis, and a couple others.
  I would absolutely love to get this solved so I can publish to Oculus!
4 REPLIES 4

eric3dee
Honored Guest
Interesting!  I will try it now.   I think the issue was that when we uploaded the package to Oculus it would automatically spit out a handful of error messages related to each DLL in the package, including the PhysX, Ogg, etc.  At the time, I may have had the Steam and OpenVR DLLs in there.  At this point I still have the other DLLs, but I did remove all the Steam and OpenVR ones.  Anyways, thank you so much for this tidbit.  I am re-uploading now and will report back!

eric3dee
Honored Guest
Unfortunately, I got the same problem.  This happens as soon as the upload to Oculus finishes, I get this error:

The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading: Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/GFSDK_Aftermath_Lib.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/Ogg/Win64/VS2015/libogg_64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/ApexFramework_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/APEX_Clothing_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/APEX_Destructible_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/APEX_Legacy_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/NvCloth_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PhysX3Common_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PhysX3Cooking_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PhysX3_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PxFoundation_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PxPvdSDK_x64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbisfile_64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbis_64.dll, Steampuff/WindowsNoEditor/Engine/Binaries/ThirdParty/Windows/DirectX/x64/WinPixEventRuntime.dll

If these DLLs are all fine, maybe the bug is in the Oculus uploader??

eric3dee
Honored Guest
Ok- potentially good update.  Working off the theory that the online package uploader was the issue, I used instead the command line tool to submit the build instead and it went through!  So, now that Oculus has the packaged build, and assuming the above mentioned DLLs truly are no problem, then we may be golden!  Here's hoping...

eric3dee
Honored Guest
Ha! I bet you are right!  That would totally make sense.