Skip to main content
Participant
February 12, 2019

[GO] After compiling, project does not start in headset (black screen)

I'm following this quick start guide:
https://www.elarasystems.com/deploy-ue4-oculusgo/

Which worked fine and I was able to see the demo scene in the Go. I did a few basic changes to the scene a few days later and tried running it in the headset with no such luck. I'm 99% sure there were no project setting changes or anything besides changes within the editor scene. 

The concerning line I'm getting when it finishes packaging is:
LogPlayLevel:   Warning: Activity not started because the  current activity is being kept for the user.

I'm not sure what this warning means or why it won't show my UE4 scene now. Any help is appreciated!

UE4: 4.20.3
Logs: Attached
This topic has been closed for replies.

7 replies

February 13, 2019
Are you using asset bundles?  When I get a black screen with no errors it's usually a permissions issue on the asset bundle, where I have to go in and give read access to everyone on the bundles.  After that it'll work.  Just a shot if your setup is similar to mine.
Participant
February 15, 2019


Are you using asset bundles?  When I get a black screen with no errors it's usually a permissions issue on the asset bundle, where I have to go in and give read access to everyone on the bundles.  After that it'll work.  Just a shot if your setup is similar to mine.


I'm not familiar with asset bundles, so I don't think I am. Is there a place to check for asset bundle permissions?
February 15, 2019
@SorciumGames
I'm in Unity, so there might not be a similar feature in Unreal.  It's just a way to store levels or other app data on a remote server and then have the app download them at runtime.  It might not be related to unreal dev, sorry if it was a wasted of time.
Inspiring
February 19, 2019
in unity, i get a black screen when i use anything other than the standard shader, going to download and try unreal also to test?
mousebear
Honored Contributor
March 12, 2019
@SorciumGames Thanks again for your patience with this.

To close the loop with anyone viewing this thread/experiencing this issue, the issue here is regarding the AndroidManifest.xml file. 

Some additional guidance can be found here: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-manifest/

And here: https://wiki.unrealengine.com/How_To_Sign_UE4_Android_Package

If you have to resort to manually editing your AndroidManifest.xml, this may provide a bit more guidance: https://forums.unrealengine.com/development-discussion/android-development/48294-any-way-to-edit-the-androidmanifest-xml-manually
If you need immediate help or want additional support/context on an issue you are having with our platform or integrations: 1. Gather any and all logs , screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.) 2. Please submit a ticket here through the "Contact Us" link (include what you've gathered in step 1). 3. Tag me @mouse_bear once you have done so!
Participant
March 12, 2019
I was just about to post this, but it looks like I got Ninja'd!  :D

Thanks again for your help through this issue.
Participant
March 12, 2019
For those interested, the problem was with my AndroidManifest.xml settings and not signing my UE4 Android package.

Here is the article I followed to solve the issue:   
https://developer.oculus.com/distribute/latest/concepts/publish-mobile-manifest/