walk me through this process of packaging from UE5.4 to Quet 3
Hi guys Ive been running around for a few weeks now, Packaging and trying to get my project up and running on the Quest device I've probably ra Is there anyone in the into any possible mistakes from uncooked assets, to missing plugins to an unknown cooking error? the group who could walk me through this process including all the debugging for a good price, I don't have a big budget because there's no client backing this up - this is me learning this tech, Thank you, Osher [REDACTED]396Views0likes0CommentsHand 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 advance846Views0likes2CommentsPassthrough, MetaXR, and the original quest headset.
Here it says the MetaXR plugin has now being migrated to work with UE 5.3.1 - yet I can't seem to get it working there. I have the plugin installed and enabled, I have the project set to "start in VR" as well as "auto entry" in the editor settings - but still, whenever I go to run my build on my headset, it remains inactive in windowed mode - OR WORSE just quits back out. https://developer.oculus.com/downloads/package/unreal-engine-5-integration/ Lemme guess, this isn't going to work with my original black chunky boi Meta Quest headset from 10 years ago? If that's the case, what Unreal Engine and MetaXR or OculusXR plugin should I be working with? What SDK/NDK/Java versions should I be working with? Are there any helpful pages for legacy developers like myself? P.S None of the links for Meta's Unreal Fork I've found are working.695Views0likes0CommentsMeta Quest 3, UE5.2 Oculus: Which versions Android SDK/NDK, build tools, command-line tools, cmake?
Does anyone have documentation on correct versions to use when deploying from Unreal Engine 5.2 Oculus branch to Meta Quest 3 for the Android SDK, Android NDK, Android Build-Tools, Android Command-Line tools and cmake? What about Unreal-specific settings? Anything I should know there too? Any help is appreciated, thanks in advance.Solved14KViews1like9Comments