4.26.2 Project Crashes on Launcher at start when I have Oculus Online Subsystem plugin Enabled
Hi guys, how you all doing? I'm having a problem with trying to add Oculus online Subsystem working on my project that it keeps crashing every time i try to run it on my Quest 2 and i dont know why. I though it had something to do with my blueprints that i created, so i tried to create a new project with just adding the Oculus online Subsystem but it keeps doing the same error and i dont know what to do. I tried searching the internet for answers but alas didnt found anything that could help me. If someone knows why this is happening i would be very grateful of you could help me. Thanks in advance! If you need more information let me know! PS: im using the SDK 29 and NDK r21b1.1KViews0likes0CommentsOculus Quest Quickstart guide has incorrect information
Guide here: https ://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ (I'm not allowed to post links yet) Under the section Configure the Project for Oculus Development, Step 9. says Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2. However Oculus Quest 2 is not an option here. I have followed the previous steps and had no problems so far. I believe the issue stems from me using the official Unreal Engine build from the Epic Games Launcher. Currently it's version 4.25.4-14469661+++UE4+Release-4.25 Earlier in the guide, it's mentioned that this should be fine and that the Oculus builds on github are only needed by those looking for the newest features/fixes. Considering the Quest 2 is now in the wild, I would expect it's support to be in official builds too. This will probably be fixed soon but it's worth noting for newbies like myself. It looks like somebody just went through the original guide and did a reach replace without really following the steps themselves. s/Quest/Quest + Quest 2/g For now I will try downloading 4.26.0 preview 5 from Epic to see if that fixes it. If that doesn't work I'll be attempting to build the Oculus version from source. I will update this when I learn more.1.3KViews0likes3Comments