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New Participant
November 21, 2022

Unable to build for Quest 2 on Mac M1 - undefined symbol: MakeUniqueObjectName

Hello! I am new to UE5.1 and Quest 2 development and am trying to build a simple application. Using Mac M1 for dev and trying to run it on Quest 2. The build is failing upon launch. I've followed the UnrealEngine setup guide here, along with all Project Settings - https://developer.oculus.com/documentation/unreal/unreal-gsg-config-headset-environment/

Attaching the code below depicting the errors, but it seems to be a lot of undefined symbol: ClassName.

Any help would be appreciated 🙏🏻

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4 replies

Participant
November 30, 2022

I am unable to get any ue 5.1 "mobile" project working on Intel MAC on OSX Mont, so I reverted back to ue 5.03. For me, UE engine crashes badly when I load up any project.

On ue 5.03 there are also a number of issues for me:

- the template projects only work (otherwise black screen) when I add /OculusVR/Materials into additional cook content project setting (some genius figured that out 🙂 )

- the OculusVR or MetaXR plugins don't show in the plugin settings, I have now OculusVR enables in plugins and copied some settings across manually to the ini files, but I guess that has no impact (not tested specifically). I am trying to use OpenXR, but I have not quite worked out if all the controls work for me...

- I had a conversation with META support whether to make these Meta plugins available for OSX and they said MAC is not supported for developing Quest 2 apps on MAC with Unreal, as they refer to "PC"...

Overall, I am still evaluating if OSX is a platform that can be used longer term for Quest development...

If you know any way to get the MetaXR or OculusVR plugins to work on OSX or if there is source code somewhere to build on MAC, please let me know 🙂

New Participant
December 14, 2022

I was also not able to build it on Ubuntu Linux with 5.1.

In general, I am still not able to create a single working "Hello World" application with 5.0.3 or 5.1.

The Meta Quest Pro only shows 3 grey dots with a successful 5.0.1 build. But there is no way of investigating what causes this, because the Oculus Debug Tool is only available for Windows ...

Participant
December 14, 2022

5.03 works for me...

- followed the instructions online on how to start an oculus quest build for the template project

- added : /OculusVR/Materials into additional cook content project setting. The actual content is stored under engine 5.03 / plugins / runtime / oculusvr...

the 3 grey dots no longer there

New Participant
December 20, 2022

Thanks for the info acbork 

I will give it a try.