Skip to main content
New Participant
October 16, 2020

[QUEST 2] UE4 crashes when open level

Hi people!  Today I finally got a Quest 2 device and we are experiencing some serious issues with when porting a project to this new hardware. 

We work with Unreal Engine 4 (v4.25.3) and with the Quest 1 everything was working great, but at the time to run the build in Quest 2 we found that using Open Level crashes the execution (using the console command  crashes too)

Is there any way to solve this problem?

Thanks in advance!
    This topic has been closed for replies.

    22 replies

    New Participant
    December 3, 2020
    Hey all, I'm trying to run Locomotion Map sample on my Quest 2. I used 5 October Oculus sources from last built UE fork 4.25.3 (I followed very carefully the "unreal quick start guide quest") to set up the project template but when I launch the projet on the Quest 2 from the project launcher I've blackout screen.
    I'm newbie but already dev, can you help me? Log file joined Thanks a lot!
    I'm trying to learn how to dev with UE on the Quest 2 but I'm very surprised to have some troubles to just use the basic templates.


    December 4, 2020
    You're definitely using v20.1 btw?


    I don't have a Quest 2 so cannot confirm just wanted to highlight the release notes which highlight:

    Support for Quest 2 added to the integration only in the Oculus version 20.1
    which corresponds to ue4 plugin version 1.52.1:

    You can tell if you have the right version compiled if you can specifically select Quest 2 from the Oculus device support drop down list in the Android settings:

    Side note:
    Such a bummer UE4.26 comes with only 1.51.0 (so v19) which does not support Quest 2 :(



    January 11, 2021
    Did you find a solution?

    I am using Quest 1 with UE 4.26(launcher version) and getting the same issue that the app crashes on level transition with "Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile."

    I tried both Support arm64/armv7 but neither worked.

    New Participant
    January 13, 2021
    @torano See my above comment. I fixed the link (accidentally posted this same forum post previously) and the fix in that unreal forum worked for me and others.
    January 16, 2021
    I just found the cause of my problem. https://answers.unrealengine.com/questions/1000914/oculus-quest-crash-after-i-call-print-string-node.html

    If you are getting "Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile." error and crash on level transition, maybe your PrintString nodes on BeginPlay crashes your app not level transitioning. In this case, try Shipping build or DisableAllScreenMessages command.
    January 16, 2021
    I just found the cause of my problem. https://answers.unrealengine.com/questions/1000914/oculus-quest-crash-after-i-call-print-string-node.html

    If you are getting "Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile." error and crash on level transition, maybe your PrintString nodes on BeginPlay crashes your app not level transitioning. In this case, try Shipping build or DisableAllScreenMessages command.
    January 16, 2021
    I just found the cause of my problem. https://answers.unrealengine.com/questions/1000914/oculus-quest-crash-after-i-call-print-string-node.html

    If you are getting "Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile." error and crash on level transition, maybe your PrintString nodes on BeginPlay crashes your app not level transitioning. In this case, try Shipping build or DisableAllScreenMessages command.
    New Participant
    January 21, 2021
    On 4.26, The crash on DebugCanvas can come from message from Engine itself such as doing CSV profiler, stat unit etc.
    To avoid crash, You need to implement following code in UE4 source.
    Engine/Source/Runtime/Engine/Private/Slate/DebugCanvas.cpp
    void FDebugCanvasDrawer::DrawRenderThread(FRHICommandListImmediate& RHICmdList, const void* InWindowBackBuffer)
    {
    +#if PLATFORM_ANDROID
    + return;
    +#endif
    The crash is related to RenderTarget binding in this function.

    You can also configure it in DefaultEngine.ini
    [/Script/Engine.Engine]
    ; This is the startup state of the OnScreenDebugMessage system
    bEnableOnScreenDebugMessages=false


    February 12, 2021
    Disabling low latency updates on my motion controllers fixed the crash for me.
    Up and Coming
    March 8, 2021

    thanks.  for whatever reason disabling low latency updates was the solution on my end as well.

    https://www.earthborninteractive.com/
    New Participant
    August 11, 2021

    Hello
    fun_eris The link you posted doesnt work, do you mind updating it?
    I tried the changes that i3oi3o posted and turning the multi view off and it didnt work,
    I would appriceate any more info! Thanks