Packaged app does not start, black screen
Hello, I am working with UE 5.3.2 on Windows 10 deploying on Oculus Quest 2. I packaged and installed the app I am developing. After installation the app does not start. I run it from Unknown sources, it never changes the view to the game view. It either: 1. Does not react at all 2. Turns black for a second and turns the app off 3. Turns the screen black for a second and leaves the app minimised, when turning it maximized it turns the screen back to black for a second again and nothing changes. I have tried referring to several tutorials which are mostly referring to older versions of Unreal or to troubleshooting of this similar problem, like this: https://forums.unrealengine.com/t/issues-getting-unreal-project-run-on-the-quest/128236 . Those proved to provide more options that are version specific or case-specific, none of them worked. Among things I have tried: 1. Changing SDKs and NDKs. 2. Disabling OpenXR. 3. Deploying with different settings (development/shipping/others ASTC/DXT/others). If I should set one of those to something specific (for example that I should always try to deploy ASTC, for the time of the troubleshooting, please let me know). Right now I am kind of losing hope and am looking for some guidance where should I be looking for next steps. Right now I am referring to UE5 documentation, let me know if thats the right approach. Specifically I am trying to use this: https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/5.5KViews0likes11CommentsInactive Quest 3 cannot install Unreal 5 local Shipping Builds
Hey, just wondering if anyone else has run into this extremely weird Unreal installer issue on Quest: we're using Unreal 5.3, Quest 3 headsets, and running the stock "Install_[ProjectName]-Android-Shipping-arm64.bat" script for a locally packaged shipping build no longer installs successfully on the Quest 3 headset unless the headset is on, and has controllers active. Development and Test installations finish fine, active or inactive, it's just the Shipping build configuration with this issue. Shipping builds used to install fine when the headset was inactive, so it seems like this was introduced at some point with a recent OS update (or possibly something to do with AFS, since the old installers just used adb push, not an AFS server to push the OBB). Here's the output when trying to install to the Quest 3 when it's not active: Trying to start file server [packagename] Did not find a bind listener ERROR: Unable to connect to [device id] There was an error installing the game or the obb file. Look above for more info. Notes: If I put on the headset and pick up a controller, then run the installer, I see two quick blank black rectangles popup (like OS UI elements that start/stop in abrupt succession), and the installation finishes without incident. If I put on the headset and don't pick up a controller, I get a popup that tells me to "switch to controllers" when I attempt to install. Picking up the controller and clicking in time results in it finishing as well. Anyone else seeing this behavior/have any kind of workaround? (Other than obviously putting the headset on and waking the controller). I tried disabling body/hand tracking in case it was related, but didn't have an effect. It's not a huge deal once you know what to do, but we have a large team and not everyone remembers this kind of clunky way of getting a local Shipping build installed.1.1KViews4likes2CommentsCan Passthrough be enabled at runtime ?
Hi!.. I'm working on a dual game application, some maps are Mixed and other Virtual Reality.. i need to switch the "Enable Passthrough" flag to true or false depending the map that will be loaded.. this will help me to avoid compiling 2 apks for each type between MR and VR... Is there a way to runtime C++ or BP switching the parameter ? i could not find any related on console commands... Thanks in advance.979Views0likes3CommentsUnreal Engine github version not compatible with MetaXRPlatform plugin.
Hello, I'm sure I've done something wrong or missed something, but I'm trying to get my entitlement check working and I'm having a heck of a time. A bit of background: I've downloaded and compiled the latest Unreal Engine github fork I've built my project and it works and everything is compiling and happy I made a Game Instance blueprint I've tried to drag out an Entitlement pin, and Unreal Engine finds nothing. When I download the MetaXRPlatform (Version 65.0) The Engine starts up with this error: The 'OculusPlatform' plugin was designed for build 5.3.0. Attempt to load it anyway? and when I press Yes it gives me another error: The following modules are missing or built with a different engine version: OVRPlatform Engine modules cannot be compiled at runtime. Please build through your IDE. Do I need to compile something else somewhere? Please help! JPSolved5KViews1like8CommentsMQDH framerate lower than OVR Metrics Tool or users perspective
My App submission currently failes the review on the VRC.Quest.Performance.1 reqiurement. When observing the frame rate in MQDH I do see the low frame rate of 18 even in the starting window. When properly entering the application, I see the framerate quickly switching between 18 and 72. When using the OVR Metrics Tool, it show me a constant framerate of 72. Even from the users perspective, I do not see the beginning low framerate in the starting window or the quick switches of framerates in the main part of the application. This requirement currently fails during my app submissions. Does someone have an idea how to fix this or how to properly debug this behaviour? I am using UE5.3.2 and the latest MetaXR plugin version for UE5.3.2. Thanks!877Views1like2CommentsUE 5.3.2 App Crash on open level
hello, i am having problems with the MetaXr plugin for unreal engine 5.3.2 the app crashes me when i call the openLevel node so i try to do the level change. I tried to see the logs but there are no errors, I also tried two different versions of the plugin the v65 and the v67, what can I do to fix it? Thank you very much659Views0likes0CommentsTexture doesn't show up on objects in Quest 3
Hello, i imported a gltf object with textures in a Quest 3 VR app. with unreal 5.3.2. In the editor and in MetaXR simulator i see the correct textures on the object. When I deploy the app to quest 3 i see the object in gray, without textures. PS: the object is a blueprint with smaller parts combined together. Why it works in editor and simulator and not on the quest device ?619Views0likes0CommentsHelp Needed: LiveLink and Movement SDK Issues With Custom Avatar
Hi all - I'm attempting to follow Meta's implementation of the Movement SDK on a custom avatar, but am having difficulty getting the retargeting to function as intended. As you'll see in this OBS Recording, many of the bones have broken rotations. Any advice would be appreciated!531Views0likes0CommentsDistortion Lines and Glitches inside MQ2 in PCVR Unreal 5.3.2
Hi Folks😀 Could you help me with directions? I'm using PCVR with metaquest 2 on a build of unreal 5.3.2. I'm testing Nanite and Lumen. (I started with this one, because of the possibilities of being lighter in VR). I have a Win10, RTX3060, 64 memory, I7. On the PC screen everything is beautiful, but inside, in Metaquest 2, I have these glitches when teleporting and any movement causes a lot of distortion. Even with AA turned off (I searched the forum and they talked about AA) Any suggestions as to what might be happening? I wanted direction. Is this an Unreal error? From Metaquest or Windows? Hardware? Thanks!🤓Solved1.1KViews0likes2Comments