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.Solved48Views0likes2CommentsWhat tech stack would you recommend for building a scalable Android social media app?
We’re planning to develop an Android social media app that can handle a large number of users as it grows. The app will include features like user profiles, real-time messaging, image/video uploads, news feed, notifications, and possibly live streaming in the future. With these requirements in mind, which tools, frameworks, and backend technologies would you recommend specifically for Android app development to ensure scalability, performance, and maintainability? If you could share your personal experience—such as challenges you faced or tech stack choices that worked well—that would be incredibly helpful. Thanks in advance!53Views1like0CommentsBillingResponseCode is always DEVELOPER_ERROR after calling startConnection on BillingClient
I have this issue when integrating Meta Horizon Billing Compatibility SDK into my 2D android app. The returned BillingResponseCode is always DEVELOPER_ERROR after the BillingClient initialization and calling startConnection on the initializatied BillingClient. Anyone who give me a hint would be appreciated.Solved156Views0likes3CommentsDetect Ui Changes on my app
Hello im a beginner and not familiar with coding apps for the quest. Im making an app in android studio and looking to figure out how to detect ui changes inside the meta os home interface. Like the windows and these events: Launched. Hidden. Closed. and the window name for each event I've been trying to figure this out but I'm clueless and only managed to detect it for some of the windows: store camera people profile horizon feed browser. But not quick settings notifications settings library. I need overall help on where to begin with this and if it doesn't violate any rules or anything.72Views1like2CommentsERR_CLEARTEXT_NOT_PERMITTED
Hi. I'm working with Unreal Engine 5.3 and Meta Quest 3. I'm having the following error message when using a web browser within UE5 and connecting to an HTTP url. ERR_CLEARTEXT_NOT_PERMITTED Do you know how can I enable the use of cleartext http traffic? Is it somewhere in the MetaXR Plugin or MetaXRPlatform plugin or would it be somewhere in UE5 Settings or do I need to modify some AndroidManifest.xml somewhere? I found that someone asked something related here: https://communityforums.atmeta.com/t5/Quest-Development/Having-issue-with-setting-Cleartext-HTTP-traffic-for-development/m-p/777427/highlight/true Also found some info for Android development here: https://www.repeato.app/how-to-resolve-cleartext-http-traffic-not-permitted-error-in-android-8-and-above/ Any help would be greatly appreciated!Solved513Views0likes1CommentADB not detecting a headset
I am trying to load an app onto my headset but it won't show up in adb device list. I have two headsets for this app to test. One headset, with the same cable and same port, is detected in the terminal. This specific headset is never detected. I have tried downloading the oculus adb driver. I have tried factor resetting the headset. I have tried simply powering down both the computer and the headset. I have tried to connect adb wirelessly (only to find it needs a wired connection first to work). I have tried different ports, cables, and computers. I am at my wit's end trying to get this thing to work, and I am hoping for some suggestions and new things to try to fix it. Thank you.141Views0likes5CommentsTestuser cannot login in Unity Editor
A strange issue is now occurring, blocking unity development. Test users fail to login with the following error message: {"error":{"message":"Unsupported get request. Object with ID '30718013287843347' does not exist, cannot be loaded due to missing permissions, or does not support this operation","type":"OCApiException","code":100,"error_subcode":33,"fbtrace_id":"ARCtDmELs4k_vwP8Vz4jEJS"} What we've tried so far: Create a new Meta Test User; Force entitlement check and validate that user is entitled to application; Restart Editor; Clear library folder and re-import project; Disable firewall; Reviewed Data Use Checkup and requirements, all OK; Cleared credentials in editor and logged in again; Restarted editor; Validated app ID reference in editor; Tried with older working project version.57Views0likes2CommentsPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.191Views0likes4Comments