How to increase MaxUObjects for Android?
Working with UE 5.3.2 I want to increase the MaxUObjectsInGame for an Android device. I already added a Project/Config/Android/DefaultAndroidEngine.ini where I set gc.MaxObjectsInGame and gc.MaxObjectsInProgram. I also looked into calling FUObjectArray::AllocateObjectPool() but I do not know if there is a correct time in my project to do that. The earliest time to do that that I can think of is GameInstance::Init which is too late, since UObjects were already created. It fails at check(ObjObjects.Num() == 0);. Thank you.Solved44Views0likes2CommentsMeta's documentation on how to remove android permissions for Unreal Projects is completely wrong
Hi everyone, I'm writing this in the hopes it proves useful for someone who may be having issues removing unwanted android permissions from their Unreal engine project. This is something I've struggled to do for a number of days and I've seen a lot of other people struggling with it, so I want to get this down for anyone with the same problem If you look at Meta's developer page here: https://developer.oculus.com/documentation/unreal/unreal-unwanted-manifest-permissions/ They tell you how to start a ManifestRequirementsOverride.txt document along with where to put it in your project. This part is correct. The part where it tells you to put the uses-sdk and uses-feature lines from your AndroidManifest.xml is also correct (though there may be more than one uses-features line in your manifest so double check that). What's wrong however, is it tells you to "Replace PERMISSION_NAME with the name of the unwanted Android permission". THIS IS INCORRECT! The permissions you put in the document are what WILL go into your project, and anything not included in ManifestRequirementsOverride.txt will NOT be in your project. Let's take a look at Unreal's documentation on this topic, the one page that mentions ManifestRequirementsOverride.txt is here: https://docs.unrealengine.com/5.3/en-US/android-settings-in-the-unreal-engine-project-settings/ In the "extra permissions" section it says "<Project>/Build/Android/ManifestRequirementsOverride.txt, will replace the entire Requirements section." Which is correct. The override file is not excluding the permissions listed in it, it's replacing that entire section of the manifest. I just compiled my project with the ManifestRequirementsAdditions.txt file devoid of any permissions and pushing that build to the Meta Quest Developer hub finally let me push without any permission warnings. I wanted to post this on the SDK feedback section, but I don't have "sufficient priveleges" to do so, so if someone can get this to the meta documentation team to check it would be really good.3.1KViews7likes3CommentsIssues running the Unreal Engine 5.3 Spatial Anchors sample on Meta Quest 3 - AndroidFileClient
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system. I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3. Any help would be greatly appreciated! This is the relevant section of the output log when trying to build: Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5\UnrealEngine\Samples\Oculus\SpatialAnchorsSample 5.3\Binaries/Android\SpatialAnchorsSample-arm64.apk" LogPlayLevel: UAT: Performing Streamed Install LogPlayLevel: UAT: Success LogPlayLevel: UAT: Took 5.02s to run adb.exe, ExitCode=0 LogPlayLevel: UAT: Attempting to connect to file server [USB] LogPlayLevel: UAT: Not connected, attempting to start file server LogPlayLevel: UAT: Connected to RemoteFileManager LogPlayLevel: UAT: Creating UECommandLine.txt LogPlayLevel: UAT: Deploying files using AFS LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 2018 LogPlayLevel: UAT: SocketException: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.CloseConnection() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 1777 LogPlayLevel: UAT: 0> Unexpected Exception: System.Net.Sockets.SocketException (10053😞 An established connection was aborted by the software in your host machine. LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Flush() in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 915 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.Batch_Append(Byte[] packet, Int32 writeSize) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 945 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.SocketSend(Boolean bPayload, Byte[] packet) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 963 LogPlayLevel: UAT: at AutomationTool.AndroidFileClient.FileWrite(String SourcePath, String DestPath, Int32 bLog) in C:\Unreal Engine 5\UnrealEngine\Engine\Source\Programs\AutomationTool\Android\AndroidFileClient.cs:line 19922.1KViews0likes2CommentsDownload Files the Right Way on Android in Unreal Engine
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including : https://github.com/gameDNAstudio/MobileUtils and https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins. Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity! Any assistance would be much appreciated!3.4KViews0likes4CommentsHow to use Bluetooth (HC-06/08) to transfer data between Arduino and UE5 VR Game on Quest 2
Hello, everyone. I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it. I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset? Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch. Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out. Thanks!702Views0likes0CommentsUnreal 5.2 android build freezing at inconsistent times on Quest 3
I'm currently working on a android project of which I'm building to the Quest 3. Im running into an issue where at inconsistent times the game freezes the current perspective, and I'm able to look behind me to see an upside down version of the frozen view. After this point the only way to leave the game is by force quitting from the Quest menu. I haven't found any other posts talking about this particular crash with the reversed view and was wondering if anyone had encountered this before or has any tips on solving the cause. Thanks in advance!666Views0likes0CommentsOculus always says the Android SDK version is wrong during validation
When uploading my app to Oculus, I receive this message: ERROR: Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml). But I am on SDK 32, in fact its the only SDK I have installed. my gradle.properties: my AndroidManifest.xml: In Unreal, I am targetting SDK 32, and during the build process, it specifically states I am using SDK 32: Is this a bug on the Oculus side? Side loading the app works fine. but can't upload3.7KViews0likes2CommentsProject launching on the Quest 2 takes a long time
I've been having this issue since a few months now where using Launch from inside the editor takes a very long time. I suspect this might have to do with the USB file transfer method, could it be that this got changed with an update? Here's the log from the engine [2023.08.10-09.35.22:463][730]LogPlayLevel: Running: C:\Users\Patrick\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 1WMHH812CK0464 push "c:\depot\Pixaera\LSRIntro\main-dev\UE4\PixaeraVRDemo\Saved\StagedBuilds\Android_ASTC" "/sdcard/UE4Game/Pixaera" [2023.08.10-09.35.22:463][730]LogPlayLevel: c:\depot\Pixaera\LSRIntro\main-dev\UE4\PixaeraVRDemo\Saved\StagedBuilds\Android_ASTC\: 24737 files pushed, 0 skipped. 4.4 MB/s (2678985148 bytes in 577.077s)795Views0likes0CommentsMeta Account Linking/SSO - Android UMG Web browser is broken
Hi! I've been implementing account link as described in this documentation Account Linking: Unreal | Oculus All is fine in editor, but, in a Android build, the web Browser UMG doesn't receive any inputs, so i can't interact with the web page. Is there any other way to bring this "Link your account confirmation screen" rather than using Unreal's web browser Widget??670Views0likes0CommentsUnable to build for Quest 2 on Mac M1 - undefined symbol: MakeUniqueObjectName
Hello! I am new to UE5.1 and Quest 2 development and am trying to build a simple application. Using Mac M1 for dev and trying to run it on Quest 2. The build is failing upon launch. I've followed the UnrealEngine setup guide here, along with all Project Settings - https://developer.oculus.com/documentation/unreal/unreal-gsg-config-headset-environment/ Attaching the code below depicting the errors, but it seems to be a lot of undefined symbol: ClassName. Any help would be appreciated 🙏🏻3.4KViews1like4Comments