How do you use Unreal Engine Dynamic Shadows?
So I've been struggling to get some dynamic shadows running on my Unreal 5.2.1 project, and I really want to use at least a few of them in my horror game, especially since the Quest 3's GPU is approaching usable territory in that regard. Unreal's documentation points out, that only modulated shadows are supported on mobile Vulkan. I read up on them, and they work well enough for me and I do get them to work in the editor, meaning with Android Vulkan - Preview enabled, I do see modulated shadows like I desire, but once running the APK on my Quest 3 / Quest Pro, everything looks the same except there are no modulated shadows. I've tried a number of things like switching to OpenGL ES3.2 which didn't work. I would greatly appreciate any input here, especially from META themselves, as it looks like the HMD is deliberately getting rid of any dynamics shadows when running the APK. Thx in advance3.7KViews1like3CommentsApp can't see its obb file
Hey folks ... looking for any insight here ... we are moving from 4.27 to 5.2 ... everything builds and packages fine through editor ... installing the app and everything shows up correctly under unknown sources, but running the app just gives the infinite three dots. SDK and NDK are android-32, and we can launch and run successfully via the project launcher in Editor. Running adb logcat it looks like the system can't actually find the obb when it tries to execute, and goes into a download wait, which is the infinite three dots. Even though the obb is definitely there on the headset under Android\obb ... Added some prints to the default logging and the path it is using to call File.Exists() (in java) is correct and browsing with ADB shell to that location show the file is there, but file exists just fails -- We grant internal/external read and write permissions. Kinda at a loss as to what the hell is going on ... and why it isn't able to locate the obb. I can't try packaging the data within the apk as it's over 2Gb and the build fails ... Any help would be much appreciated ... [copy + edit of Richard's post on Unreal dev forum]1.3KViews1like0CommentsHelp, can't pass verification and get "successful" after "Verify Entitlement" blueprint
Help, can't pass verification and get "successful" after "Verify Entitlement" node . I add these lines to the "DefaultEngine.ini" file: [OnlineSubsystem] DefaultPlatformService=Oculus bHasVoiceEnable=true [OnlineSubsystemOculus] bEnabled=true OculusAppId=[my app id] When I tested this earlier, half a year ago, it worked, but now no matter what I do I can't get success. What changed? What am I doing wrong? I created a new app in appLab and took the App ID from there. But I didn't upload the app itself to the server.1.7KViews1like4Comments