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.Solved72Views0likes2CommentsHand 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 advance876Views0likes2CommentsDocumentation 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