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/5.4KViews0likes11CommentsAudio only playing when in oculus menu - not in game project on packaged build.
Hi, Looking for some assistance with audio issues in a packaged build. I just started packaging my project and I'm experiencing some differences from the UE4 editor 'Vr Preview" and the packaged build. I'm not surprised but as it is, the audio is only playing when I press and hold the oculus home button, then I get a quick flash of audio that should be playing in the game. If I turn my desktop audio on I can hear it coming from the computer speakers, so it appears game is not switching the audio device to Oculus? Is there a way I can manually handle this inside of UE4? I've always disliked the audio functionality that oculus does as it seems to confuse all users. I've seen this on twitch and I've experienced in my own demoing of games to friends. Sometimes the windows device seems to take the lead. Very frustrating and now it's occurring in my own game project. If you know a sure fire way to get the audio fixed for normal oculus play I'm open to hearing that too but I'd like to address the elephant in the room too.702Views0likes0Comments