This was really helpful! The official epic docs don't show about download the older version of the command tools and whatnot so seeing which versions specifically to get from Android studio really helped a lot.
Good video with lots of useful information. Saves a lot of my life not having to learn what you know the hard way. Thank you for sharing your experience.
ive got to the point where i can build my own apps but cant seem to bake the lights correctly, i have a large scale model and resized the light mass and reflection boxes after i build lighting everything is black no matter what i seem the change or do
@@stevenanthony9387 I guess I'm stupid?... I've gotten past most steps, installed everything correctly, I just don't know if I'm missing something... For some reason I keep getting errors in the compiler. Fix one problem, another pops up... thanks for the help though. 🤓👍
@@TOASTDAGHOST Same to me, now i'm having a "gradle" error on the deploying content. just been HOURS looking on forums, watching videos etc. nothing builds it
Make sure to reinstall a stable branch of UE. Custom builds have this issue sometimes when pulled via GitHub. Also make sure Oculus SDK / tools and drivers are installed before starting UE.
For anyone else who is having this issue, I had to manually install the Oculus ADB drivers: 1. Close Unreal Engine and the Oculus software. 2. Search 'Oculus ADB drivers' in Google (I don't think that I can put a link here). You'll find the Oculus Developer Center page. 3. Download the Oculus ADB Drivers and unzip the folder inside it. 4. Inside the 'usb_driver' sub folder, there's a file called 'android_winusb'. On the file, right click/Install. Make sure that you use the correct file, because there are 3 files with similar names. 5. After installing it, restart Windows and the Quest headset. 6. You may also need to launch the Meta Quest Developer Hub, go to Device Manager and 'Set Up New Device'. Then go through the setup process. 7. Put the Quest headset on, click 'Allow' on the Oculus Link notification that pops up. Or do it manually by clicking on the time that's displayed on the left side of the menu bar, then click the Oculus Link button on the right. 8. Once you see the Oculus PC interface, you should see a new pop-up that says 'Allow USB debugging' or something similar. Click 'Always allow from this computer'. 9. If you have any issues with any of these steps, you might need to unplug, re-plug the headset, restart the headset, restart Windows, ect. 10. Now when you launch you Unreal Engine project, in the Project Launcher, you should see the Quest 2 option.
install build tools revision 33.0.2 is corrupted remove and install again using sdk manager i got this error after following each step is there a quick fix to get me on back on track GREAT content though
had to delete every other build tools and sdk that wasnt "in use" and needed visual studio with game development package installed and now compiling my own test apps!
As an Ex Epic Games Contractor who worked on older iterations - this may be true. Support was planned but with the faster than expected adoption of the quest 3 it's plausible that quest 2 support won't grow. UE and Epic dedicate resources to where the current flows. Meta is pretty clearly pushing hard to Quest 3 and will drop Quest 2 support. The Quest 2 is capable of nanite. Already working builds (not public branch yet). Lumen I have not seen run on it. But Lumen barely runs correctly on PC haha.
Thanks for the feedback. This was prior to 5.2 stable and anything with UE needs lots of talking hahaha. Trust us we develop exclusively for VR on it since the start of the VR plugins.
any idea with this error? ERROR: cmd.exe failed with args /c "D:\Users\Me\UNREAL PROJECTS\VR\VrTemplateFirstLook\Intermediate\Android\arm64\gradle ungradle.bat" :app:assembleDebug
This was really helpful! The official epic docs don't show about download the older version of the command tools and whatnot so seeing which versions specifically to get from Android studio really helped a lot.
It was very helpful. Hoping to see a new updated video with UE 5.2
Good video with lots of useful information. Saves a lot of my life not having to learn what you know the hard way. Thank you for sharing your experience.
Thank you. Glad to help any way we can. Devs stand strong :)
This link no longer shows old versions of Android Studio
Great video, was a big help!!
ive got to the point where i can build my own apps but cant seem to bake the lights correctly, i have a large scale model and resized the light mass and reflection boxes after i build lighting everything is black no matter what i seem the change or do
Very good video thank you!
Does the Quest 2 already support Unreal Engine 5.2?
9:10 -- 😀 🤝
I've done all steps from multiple videos, and I still can't build my level... I end up getting an error building towards the end.
@@stevenanthony9387 I guess I'm stupid?... I've gotten past most steps, installed everything correctly, I just don't know if I'm missing something... For some reason I keep getting errors in the compiler. Fix one problem, another pops up... thanks for the help though. 🤓👍
@@TOASTDAGHOST Same to me, now i'm having a "gradle" error on the deploying content. just been HOURS looking on forums, watching videos etc. nothing builds it
What error do you still get?
06:32 - Project Settings (Note to self)
i don't see the quest 2 when i press the first time project launcher :(((
ive got the same problem
Make sure to reinstall a stable branch of UE. Custom builds have this issue sometimes when pulled via GitHub. Also make sure Oculus SDK / tools and drivers are installed before starting UE.
For anyone else who is having this issue, I had to manually install the Oculus ADB drivers:
1. Close Unreal Engine and the Oculus software.
2. Search 'Oculus ADB drivers' in Google (I don't think that I can put a link here). You'll find the Oculus Developer Center page.
3. Download the Oculus ADB Drivers and unzip the folder inside it.
4. Inside the 'usb_driver' sub folder, there's a file called 'android_winusb'. On the file, right click/Install. Make sure that you use the correct file, because there are 3 files with similar names.
5. After installing it, restart Windows and the Quest headset.
6. You may also need to launch the Meta Quest Developer Hub, go to Device Manager and 'Set Up New Device'. Then go through the setup process.
7. Put the Quest headset on, click 'Allow' on the Oculus Link notification that pops up. Or do it manually by clicking on the time that's displayed on the left side of the menu bar, then click the Oculus Link button on the right.
8. Once you see the Oculus PC interface, you should see a new pop-up that says 'Allow USB debugging' or something similar. Click 'Always allow from this computer'.
9. If you have any issues with any of these steps, you might need to unplug, re-plug the headset, restart the headset, restart Windows, ect.
10. Now when you launch you Unreal Engine project, in the Project Launcher, you should see the Quest 2 option.
Does anyone know if this works for Unreal Engine 5.3 or know of a tutorial that does?
install build tools revision 33.0.2 is corrupted remove and install again using sdk manager
i got this error after following each step is there a quick fix to get me on back on track GREAT content though
lol after 9 months i figured it all out hahaha thanks for the video pretty much the best on youtube rn
had to delete every other build tools and sdk that wasnt "in use" and needed visual studio with game development package installed and now compiling my own test apps!
why u are not suggesting to download 5.03 or 5.2?
Due to the linear nature of time most likely. This was 4 months ago. An eternity in Epic time...
This. It was when neither was stable branch. Time.
i doubt nanite and luman will ever work on quest 2. it's just too old/weak.
As an Ex Epic Games Contractor who worked on older iterations - this may be true. Support was planned but with the faster than expected adoption of the quest 3 it's plausible that quest 2 support won't grow. UE and Epic dedicate resources to where the current flows. Meta is pretty clearly pushing hard to Quest 3 and will drop Quest 2 support.
The Quest 2 is capable of nanite. Already working builds (not public branch yet). Lumen I have not seen run on it. But Lumen barely runs correctly on PC haha.
Hard to follow. Too much talking & doesn't work on 5.2
Thanks for the feedback. This was prior to 5.2 stable and anything with UE needs lots of talking hahaha. Trust us we develop exclusively for VR on it since the start of the VR plugins.
@@Unreal4Real oops just realized this was from my alt acct. All good, thanks for your response!
any idea with this error? ERROR: cmd.exe failed with args /c "D:\Users\Me\UNREAL PROJECTS\VR\VrTemplateFirstLook\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug