Single Pass Rendering not working with Quest 2 v56
Hi, After upgrading to v56, my app no longer worked. We found the issue was due to single pass rendering. We switched back to multi-pass and the app works again. However, we give up performance. Any suggestions on how I can get single pass working with v56? Thanks!2.7KViews0likes8CommentsUpgraded from 4.24 to 4.27.1 and can't package
I have just recently upgraded from 4.24 to 4.27.1 (both from the Oculus branch via GIT). I can develop and launch to a Quest 2 just fine, but when I package, it consistently fails. LogInit: Display: LogOnline: Error: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform: ovr_PlatformInitializeWindows error: -5 5 = Unable to Verify. I do have my OculusAppId filled out in DefaultEgnine.ini and worked 100% on 4.24. Should not being able to verify kill the packaging process? I'm wondering if something else is going wrong (the actual package log isn't much more help).3.5KViews0likes7CommentsApp in development does not launch after Quest 2 Update
I have been developing a Quest 2 app on unreal engine 4.25, and the app was working fine until my device got an update. Now it does not launch at all. Even older versions of it do not run anymore. The only version I could get running was a version from a year ago which is 1.5gb and the current build is 3.7gb. The app still runs in another Quest 2 which has not been updated yet. Was there a limitation to app size on the latest Quest update or is my app not working for some other reason? Thanks!3.8KViews1like11Comments