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.Solved44Views0likes2CommentsHand tracking, Unreal Engine 5.3 packaging not working.
Hola! I packed my games with hand tracking with no problem in UE 5.1 But now I have Quest3 and UE 5.3 I can pack with no problem my games. BUT when I include the OculusHands in my VRpawn, the packaging simply doesn't load anymore in my Quest3 Any expererience packaging with UE 5.3 and hand tracking for Quest3? Thanks in advance838Views0likes2CommentsQuest 2 build from UE 4.26 failing w/ Exception .. Help! (please ... ;)
after renaming my d8 files 🙂 I feel I am SO CLOSE to a successful build! I remember this feeling when I first built something from UE (4.19 I think it was) TO my Note 4 for my Gear VR! 😉 "With your help, I stand on the precipice of infinity!" -Woody (just now) the error: FAILURE You Stupid Human! FOILED AGAIN!, Ahem,...: Build failed with an exception. LogPlayLevel: * What went wrong: LogPlayLevel: Execution failed for task ':app:compileDebugAidl'. LogPlayLevel: > 1 exception was raised by workers: LogPlayLevel: java.lang.RuntimeException: java.lang.RuntimeException: java.io.IOException: com.android.ide.common.process.ProcessException: Error while executing process C:\Users\Woody\AppData\Local\Android\Sdk\build-tools\33.0.0\aidl.exe with arguments {-pC:\Users\Woody\AppData\Local\Android\Sdk\platforms\android-33\framework.aidl -oY:\app\build\generated \aidl_source_output_dir\debug\out -IY:\app\src\main\java -IY:\app\src\debug\aidl -IC:\Users\Woody\.gradle\caches\transforms-2\files-2.1\f2951af0c9a3852e4971aa7ee1fa81bb\support-media-compat-27.1.0\aidl -IC:\Users\Woody\.gradle\caches\transforms-2\files-2.1\42713a44eae2131946fbd126fa19168a\support-compat-27.1.0\aidl -IY:\downloader_library\build\intermediates \aidl_parcelable\debug\out -IY:\permission_library\build\intermediates\aidl_parcelable\debug\out -dC:\Users\Woody\AppData\Local\Temp\aidl517658657633257769.d Y:\app\src\main\java\com\android\vending\licensing\ILicenseResultListener.aidl}805Views0likes0CommentsDocumentation to Package for Oculus Quest?
I need to package a build for the oculus quest and I can't seem to find any documentation on either the Oculus site or the UE4 documentation site. Does anyone know of any good reference docs for packaging a build for Oculus Quest, or have a good packaging workflow & list of settings?5.6KViews0likes6Comments