03-10-2021 05:02 AM
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder.
I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1.
However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest?
Here are the links to the aforementioned tutorial pages:
https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html
https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/EnablingBuildingPSOCaching/index....
03-25-2021 09:03 AM - edited 03-25-2021 09:14 AM
Did you ever resolve this?
I'm running into this issue as well on my Quest 2 (I'm doing the Oculus VR Production for Unreal Engine tutorial, and am in the PSO Cache System section)
The CollectedPSOs folder is empty, where I should see "UE4+Dev+Documentation-CL-328342-Darts_GLSL_ES3_1_ANDRO_UPIPELINECACHE File".
It's interesting that the CollectedPSOs folder was at least generated (as opposed to other UE4 builds where I hadn't attempted).
03-29-2021 08:22 AM
It appears someone down in the comments at this tutorial had the same issue, only it spontaneously resolved: