Hang on headset launch - Problems getting started, is Mac *really* supported?
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2. I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up. I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported? I have been able to build the sample template project in UE4. However, on launch, everything hangs, and the last message in the output log is: LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity LogPlayLevel: Starting: Intent { cmp=com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity } In the headset I first see the three dots, and then just a "black" world. At some point during troubleshooting, I got some messages indicating the .obb file was not found, and download of it was starting which might have I'm running Android Studio 3.6.3, UE 4.25 from source, MacOS 10.15.7, XCode 12.4, Oculus VR Plugin version 1.55.0. Manually starting the code using adb shell, then "am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivity" and then "logcat", I get the following 02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/PokeAHoleMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.447 9320 9354 D UE4 : [2021.02.15-09.49.56:447][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.448 9320 9354 D UE4 : CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.448 9320 9354 D UE4 : 02-15 10:49:56.448 9320 9354 D UE4 : [2021.02.15-09.49.56:448][ 0]LogHMD: Error: Unable to load PokeAHoleMaterial 02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_ChromaKey requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_ChromaKey 02-15 10:49:56.449 9320 9354 D UE4 : [2021.02.15-09.49.56:449][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_ChromaKey' 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogMR: Warning: Invalid ChromaKeyMaterial 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Couldn't find file for package /OculusVR/Materials/OculusMR_OpaqueColoredMaterial requested by async loading code. NameToLoad: /OculusVR/Materials/OculusMR_OpaqueColoredMaterial 02-15 10:49:56.450 9320 9354 D UE4 : [2021.02.15-09.49.56:450][ 0]LogStreaming: Error: Found 0 dependent packages... 02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogUObjectGlobals: Warning: Failed to find object 'Material None./OculusVR/Materials/OculusMR_OpaqueColoredMaterial' 02-15 10:49:56.451 9320 9354 D UE4 : [2021.02.15-09.49.56:451][ 0]LogMR: Warning: Invalid OpaqueColoredMaterial 02-15 10:49:56.500 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. 02-15 10:49:56.501 9320 9354 D UE4 : [2021.02.15-09.49.56:500][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. 02-15 10:49:56.516 737 737 E WifiHAL : handleResponse: OTHER_RX_MULTICAST_CNT not found 02-15 10:49:56.521 737 737 E WifiHAL : wifi_get_ring_data: Error -5 happened. 02-15 10:49:56.521 1026 3833 E WifiVendorHal: getRingBufferData(l.1675) failed {.code = ERROR_INVALID_ARGS, .description = } 02-15 10:49:56.555 1026 3833 D wifi-jni: no kernel logs 02-15 10:49:56.595 9320 9354 D UE4 : [2021.02.15-09.49.56:595][ 0]LogAISub: UAISubsystem AISubsystem (0x9f344160), frame # 0 02-15 10:49:56.596 9320 9354 D UE4 : [2021.02.15-09.49.56:596][ 0]LogAISub: UAISubsystem AIPerceptionSystem (0xc5893b00), frame # 0 02-15 10:49:56.599 9320 9354 D UE4 : [2021.02.15-09.49.56:599][ 0]LogAISub: UAISubsystem EnvQueryManager (0x9ff25100), frame # 0 02-15 10:49:56.601 688 9526 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.609 688 9528 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.616 688 9530 E ResolverController: No valid NAT64 prefix (100, <unspecified>/0) 02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: -------------- Default Property warnings and errors: 02-15 10:49:56.616 9320 9354 D UE4 : [2021.02.15-09.49.56:616][ 0]LogUObjectBase: Warning: Error: CDO Constructor (OculusResourceHolder): Failed to find /OculusVR/Materials/PokeAHoleMaterial 02-15 10:49:56.616 9320 9354 D UE4 : I think perhaps the PokeAHoleMaterial is related to the OculusVR Plugin in UE4. I have enabled the plugin, but the plugin is not showing up under "Plugins" in the project settings. I saw a post saying to add the /OculusVR/Materials to the "Additional Asset Directories to Cook". But there is no "/OculusVR/Materials" that can be selected, and I'm wondering if this is due to the plugin not working completely?5.2KViews1like5CommentsOculus Developer Hub Feature Request: MacOS Oculus VR Plugin Support for Unreal Engine
Hello all, As I have been developing for the Oculus Quest on MacOS with Unreal Engine, I have been unable to access the Oculus VR Plugin settings in Unreal Engine because accessing these settings requires having installed the Oculus Desktop App which only supports Windows. These settings are crucial to access for Oculus Quest development and packaging. Recently the Oculus Developer Hub was announced, which runs on both MacOS and Windows. I would like to request that the Oculus code which allows for the use of the Oculus VR Plugin in Unreal Engine be integrated into the Oculus Developer Hub, so MacOS users can access the Oculus VR Plugin settings in Unreal Engine without needing to use Windows. I understand that MacOS is not a supported platform for Oculus Link at the moment, so it does not make sense to port the whole Oculus Desktop App over to MacOS as this application contains all the needed support for PC VR titles. But, is there any way that the code within the app which allows for Oculus VR Plugin settings be ported to the Oculus Developer Hub app to allow for full cross-platform Unreal development with Oculus Quest? Thank you! This feature would greatly speed up my development workflow as I am currently jumping back and forth between MacOS and a virtual Windows machine. To see my previous posts about this issue on both this forum and the Unreal Engine forum, search for the following text (annoyingly, my account does not have permission to post links to this forum): "Oculus VR Plugin Missing in Project Settings Menu - Intended Quest Development"2.3KViews4likes3CommentsOculus VR Plugin Missing in Unreal Editor Project Settings Menu - Intended Quest Development
I am trying to make an app for Oculus Quest using Unreal Engine and the Oculus VR plugin while developing on macOS. I wish to access the settings of the Oculus VR plugin in the Unreal Editor in the "Project Settings" panel in the "Plugins" section, but the OculusVR item does not appear (see first screenshot below) even though the Oculus VR plugin was enabled in the "Edit->Plugins" menu (see second screenshot below). The expected appearance of the OculusVR plugin settings are described in the "Configure the Oculus Plugin for Unreal Engine" guide. I have followed all preliminary steps listed in Oculus' Quick-start guide for Unreal Engine development on Quest. I have experienced this behavior with both the Unreal Engine editor binary download from the Epic Games Launcher, as well as from the editor I built from source using the Oculus-VR Unreal Engine repository. The versions I used are: Epic Games Unreal Editor Binary: 4.25 Oculus Source Code for Unreal Editor: 18.0 based on UE 4.25 I am developing on MacOS Mojave (10.14.6). This same issue has been pointed out in other posts and forums. The solution mentioned in a couple of the posts is to download the Oculus Rift software, but this software only supports PC and not MacOS, so I am unable to use this. Surprisingly, this solution worked for PC users who were not attempting to develop for the Rift, but instead for the Quest. Another partial solution mentioned, which only allows you to modify the FFR setting for the plugin, is explained at the bottom of an Oculus guide on FFR in Unreal Engine. Is there any known full solution to this issue, specifically when developing on MacOS? I assume it would be simple enough to see the plugin settings for a plugin which has been enabled in the Unreal Engine editor. Thank you for any help on this topic. I originally had many helfpful links inserted into this post, but the Oculus forum has prevented me from posting links because I am "too new". This greatly reduces the quality of this post and is very sad. I have created a duplicate post on the Unreal Engine forum, so if you are looking for the links, please visit there!7KViews1like9Comments