Before you try this video, take a look at my new Quest Build tutorial. The workflow has changed significantly since this video came out. ruclips.net/video/HgwXqRuEOo0/видео.html
I’ve my pulling my hair out for 2 weeks now trying to figure this out. No other tutorial out there had the information you provided. Thank you so much!
Solid guide and well produced. Really what the world needs now (aside from another folk singer) is more comprehensive guides like this one with visuals that help you understand what to do. I've found Quest is fun to develop for and especially in Unreal (IMO) but the process of setting it up to work with is complicated and can be confusing. I've done everything in this video but it took me WAY longer, and a LOT of digging around to different sources on the internet. This video covers all I needed to do in one place and in a really great looking package. Thanks Quinn!
Dude your a legend, My quest 2 is coming in thursday and im a fresh noob in game development and you broke so many barriers and questions for me. Id love to see more content on vr game development. Especially the basics!
@@QuinnKuslich Id like to crack the survival horror egg. Similar to early ps1 games like resident evil 3 or Alone In the Dark. Assume I know nothing and if you could explaining simple things such as creating a level, character movement, basic interaction ( doors, objects, and levers), and most importantly scripting. If I create a level and the player does something and I want the game to react to it, how do I do that? Menus, audio, models, shooting, and enemies would also be helpful.
@@Loadstar720 Thats a large order, I would need to wait until I am not in an active semester to tackle those items. The good news is that I do have some resources to help. Is this all on the oculus quest?
Just subscribed... love the content! Don't suppose you have or know of any tuts that show the workflow for Config manager in ArchViz in VR? I have an office scene in VR and just want the user to be able to change materials, etc in VR. i've search the web but cant find anything specific for VR... i'm really struggling, so if you have any steers i would be much appreciative!
great work ... but really hard stuff for beginners. As long as a setup is that complicated only few people will design for vr - that must become much more easier in the future!!
Hey man, I feel that. Try this tutorial, It works on both headsets and the pipeline has been super streamlined over the past few months. ruclips.net/video/HgwXqRuEOo0/видео.html
I keep getting an error when packaging to the Oculus Quest 2 using UE 4.27. LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'F:\Documents\Unreal Projects\MyProject\Binaries\Android\MyProject.target'. PackagingResults: Error: Launch failed! Missing UE4Game binary. You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline: UE4Game Check that this target has been built. Any idea how to fix this?
This is good, the main thing i wanted to learn was how to use the 'play in VR' preview, because my quest 2 doesn't seem to work with it. Apparently, it should automatically register when the screen is maximised but this doesn't happen.
Quest 2, Unreal 4.24.3 : Worked flawless with following the video point by point. Thank you! Notes : the default 4.24.3 did not have the oculus VR plugin. Default framerate with only the default settings : 72 Framerate after adjusting as shown in the video, except for the oculus VR plugin as it was not there : 72 So I do not know if this is the limit of the OVR Metrics tool or some other factor, but they showed the same framerate.
Since they keep updating the Quest so often I no longer have access to Library (maybe that's jus me?) so I had to launch the OVR Metrics Tool from cmd.exe. Also weird that every time I load this MotionControllerMap I have only one controller (right hand on left hand :D). And in Unreal I don't have access to OculusVR Plugin settings, but maybe they've deprecated them since 4.25?
thank you so much for this !! it took me a while but today i did my first built on quest with ue4.25 .. on a macbook! with 4.24 was a nightmare between jdc jre jvm .. gradle .. each version does not coincide with the other.
@Marcos Da Silva with mac you can build for standalone oculus - not pc-vr check your unreal version and find a video for that particular release. if you have 4.25 this one was good, but for newer version you have to check for android stuff versions.. good luck ;-)
@@immattmc I will get to it as soon as I can, I am currently in an active semester and need to focus on my deadlines first. I will get to it within the next two weeks.
@@immattmc I also do not own a quest 2 , but I have a comment stream pinned at the top of this video where a few viewers managed to correct the issues with the quest building incorrectly.
Great video! Thank you very much! Hmm. Do you have an idea about how to capture 360 degree gameplay? Would be great if you could help briefly. All the best.
Hey when I go into unreal engine to start a new VR project it gets stuck at 39% so I used virtual desktop and steam vr and it gets to 45% and stops but it goes through all of it perfectly on any other type of project????
I've had that issue before but never with a blank project, do you have any asset packs installed inside the project that might be taking a while to load.
@@ethancunningham6440 That is your issue, according to this article stating the minimum specifications to run unreal you need a graphics card to do anything other than launching a blank project. www.unrealidiot.com/unreal-engine-4-system-requirements
This doesn't work for me. I get this error (ERROR: Android toolchain NDK r18b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended) I really want to be able to make VR games but no one has been able to help me with this.
Has anyone gotten their hands on a Quest 2 yet, I would like to know if my pipeline works on the new headset. Being a college student, I can't drop $300 on the kit, but I would really like to find out if I need to make a new tutorial for the pipeline.
Hi, that was an awesome tutorial. By the way, is there any way that I can build the project that can launch on the oculus without having to connect it to the pc or I have to do the packaging like what I normally do for PC? For example, If I have an arch viz scene and I want to send the project over to my client to view on their Oculus. How do I pack it for them to launch it on their headset?
Depends what headset it is, is the client using a quest or a rift S. If its a Rift S you go to into File/Package Project/ Win64. and It will launch as an executable, if you are using the quest. You go to File/Package Project/ Android/ Android (ASTC) if you use this method make sure to go into the advanced .apk packaging and select "Package game data inside .apk"
Hey I have been trying to do this for a year now and thought your video would be different but I keep getting the same message error LogPlayLevel: Error: ERROR: Android toolchain NDK r14b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended) LogPlayLevel: (see C:\Users\Drew\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace) LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown) LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.021082 LogPlayLevel: BUILD FAILED PackagingResults: Error: Launch failed! Unknown Error Any ideas? I was hoping on Christmas it might have worked but alas no. Thanks
it has to be com.(yourCompany).(ProjectName) You can change anything within the quotations but if you change the overall format your package will fail.
-installed the codeworks then restarted my machine and now I can't play any audio at all on any audio device-. Somehow it out dated my drivers for my audio, just updated drives and all good.what a pita.
Hey I'm having trouble with the ADB Drivers - I use the command prompt to type "adb help" but it says it "is not recognized...". I believe I installed everything correctly. Any ideas?
Be careful when activating the 'Mobile Multi-View' option, If you're using a SceneComponent2D (To render a camera view in your level for example), it will break the render and display a black screen instead. It took me 2 days to understand what was causing this.
People have accomplished it in the past, but they have one of the newer ones. I don’t personally work on Mac, you’re welcome to give it a try end it just might work for you. There are a few different workarounds are going to have to do. But if you look for comments there are people that have accomplished it. I would also courage to check out my newer tutorial on this process.
Hello, I followed your tutorial and when I launch to the quest all I get is a completely black screen and even the menu button to get back to home takes almost 30 secs to response if the app does not crash anyway No errors or so Do you have any idea what I am doing wrong?
@@TKEKakashi If you are doing that go into your advanced apk packaging inside project settings and make sure to set "package game data inside apk." otherwise sidquest doesnt know what to do with it
Hey I have been trying to do this for a year now and thought your video would be different but I keep getting the same message error LogPlayLevel: Error: ERROR: Android toolchain NDK r14b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended) LogPlayLevel: (see C:\Users\Drew\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace) LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown) LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.021082 LogPlayLevel: BUILD FAILED PackagingResults: Error: Launch failed! Unknown Error Any ideas? I was hoping on Christmas it might have worked but alas no. Thanks
Before you try this video, take a look at my new Quest Build tutorial. The workflow has changed significantly since this video came out. ruclips.net/video/HgwXqRuEOo0/видео.html
I’ve my pulling my hair out for 2 weeks now trying to figure this out. No other tutorial out there had the information you provided. Thank you so much!
Thanks, I'm bald now
Solid guide and well produced. Really what the world needs now (aside from another folk singer) is more comprehensive guides like this one with visuals that help you understand what to do. I've found Quest is fun to develop for and especially in Unreal (IMO) but the process of setting it up to work with is complicated and can be confusing. I've done everything in this video but it took me WAY longer, and a LOT of digging around to different sources on the internet. This video covers all I needed to do in one place and in a really great looking package. Thanks Quinn!
This was excellent Quinn. Thanks for taking the time to share your insights. you rock!
Dude your a legend, My quest 2 is coming in thursday and im a fresh noob in game development and you broke so many barriers and questions for me. Id love to see more content on vr game development. Especially the basics!
Sounds good, By basics do you have any specific requests?
@@QuinnKuslich Id like to crack the survival horror egg. Similar to early ps1 games like resident evil 3 or Alone In the Dark. Assume I know nothing and if you could explaining simple things such as creating a level, character movement, basic interaction ( doors, objects, and levers), and most importantly scripting. If I create a level and the player does something and I want the game to react to it, how do I do that? Menus, audio, models, shooting, and enemies would also be helpful.
@@Loadstar720 Thats a large order, I would need to wait until I am not in an active semester to tackle those items. The good news is that I do have some resources to help. Is this all on the oculus quest?
Please help! I haven't got "VR Mode" button on my toolbar. Do you know why?😥
Is Android checked in supported platforms, or is your toolbar being blocked by the window itself?
this is so helpful and so amazing! You make wonderful videos!!!!
I am having a "SDK Verification failed." message when trying to package for quest2 any idea how can I solve it?
Just subscribed... love the content!
Don't suppose you have or know of any tuts that show the workflow for Config manager in ArchViz in VR? I have an office scene in VR and just want the user to be able to change materials, etc in VR.
i've search the web but cant find anything specific for VR... i'm really struggling, so if you have any steers i would be much appreciative!
great work ... but really hard stuff for beginners. As long as a setup is that complicated only few people will design for vr - that must become much more easier in the future!!
Hey man, I feel that. Try this tutorial, It works on both headsets and the pipeline has been super streamlined over the past few months. ruclips.net/video/HgwXqRuEOo0/видео.html
I keep getting an error when packaging to the Oculus Quest 2 using UE 4.27. LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'F:\Documents\Unreal Projects\MyProject\Binaries\Android\MyProject.target'.
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game Check that this target has been built.
Any idea how to fix this?
me too :(
Thanks for the work you put in bro. Looking forward to watch all your videos, you did a great job with this one.
This is good, the main thing i wanted to learn was how to use the 'play in VR' preview, because my quest 2 doesn't seem to work with it. Apparently, it should automatically register when the screen is maximised but this doesn't happen.
You will need a link cable for that sadly, UE4 has to believe you headset is a Rift S.
Quest 2, Unreal 4.24.3 : Worked flawless with following the video point by point. Thank you!
Notes : the default 4.24.3 did not have the oculus VR plugin.
Default framerate with only the default settings : 72
Framerate after adjusting as shown in the video, except for the oculus VR plugin as it was not there : 72
So I do not know if this is the limit of the OVR Metrics tool or some other factor, but they showed the same framerate.
You are welcome, I will be making a lot more tutorials in the near future and would appreciate another sub if you are interested.
@@QuinnKuslich I thought I had subscribed! Thanks for the tutorials, and the push to sub. Journey far and fare well!
Thanks for the video, how to send my Quest VR project to other VR users to test?
Since they keep updating the Quest so often I no longer have access to Library (maybe that's jus me?) so I had to launch the OVR Metrics Tool from cmd.exe. Also weird that every time I load this MotionControllerMap I have only one controller (right hand on left hand :D). And in Unreal I don't have access to OculusVR Plugin settings, but maybe they've deprecated them since 4.25?
Thank you for this, it was a great help in getting set up.
Goodness, This video was so well made.
Thank you, I spent a lot of time on it.
why have you only 56 subscribers? WHY? very nice video.
thank you so much for this !!
it took me a while but today i did my first built on quest with ue4.25 .. on a macbook!
with 4.24 was a nightmare between jdc jre jvm .. gradle .. each version does not coincide with the other.
@Marcos Da Silva with mac you can build for standalone oculus - not pc-vr
check your unreal version and find a video for that particular release.
if you have 4.25 this one was good, but for newer version you have to check for android stuff versions..
good luck ;-)
What a great tutorial, thank you for this sir!
You're very welcome!
Hey Quinn,
If I am doing architecture should i select that instead of game before starting a new project? Thank you.
I do not have any experience with that template, you won't lose out if you give it a try. Knowledge is power, lemme know how it goes.
Good One Bro... Keep up the good work
Sub'd. Fantastic!
Hey,
Thanks for the video. Can you please explain how to enable MSAA for Quest? I have tried everything but failed so far
This is awesome, thank you so much for the tutorial. can you please do one for the UE4.25 + ? that process is much different than this i think.
Yeah, Thank you for the request, I will take a look at the process in the before 2021, and determine if an update needs to be made.
@@QuinnKuslich I am trying to do this for quest 2 and running into issues... please make an update
@@immattmc I will get to it as soon as I can, I am currently in an active semester and need to focus on my deadlines first. I will get to it within the next two weeks.
@@QuinnKuslich thanks so much!!!
@@immattmc I also do not own a quest 2 , but I have a comment stream pinned at the top of this video where a few viewers managed to correct the issues with the quest building incorrectly.
Great video! Thank you very much! Hmm. Do you have an idea about how to capture 360 degree gameplay? Would be great if you could help briefly. All the best.
thank you, please do more :)
yeah so you can do that in the package project section
Is this for PC or for Quest
@@QuinnKuslich thanx, so we can create our won intro and icon, could you do a tutorial on that :)
@@saifgraphics8976 I could but I would have to do some research before hand, good idea!
@@QuinnKuslich looking forward to it! many thanks
Hey when I go into unreal engine to start a new VR project it gets stuck at 39% so I used virtual desktop and steam vr and it gets to 45% and stops but it goes through all of it perfectly on any other type of project????
Hmm, what are your computer specs?
I've had that issue before but never with a blank project, do you have any asset packs installed inside the project that might be taking a while to load.
@@QuinnKuslich I have a core i5 10th gen 16gb Corsair vengeance memory and a Samsung 970 450gb sad and no dedicated graphics card due to shortage
@@QuinnKuslich and I’m not sure I’m not an actual developer
@@ethancunningham6440 That is your issue, according to this article stating the minimum specifications to run unreal you need a graphics card to do anything other than launching a blank project. www.unrealidiot.com/unreal-engine-4-system-requirements
This doesn't work for me. I get this error (ERROR: Android toolchain NDK r18b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended) I really want to be able to make VR games but no one has been able to help me with this.
I am not sure about that error, I am sorry. What are you trying to package, do you have a lot of files, like an asset pack or somethinhg?
Thank you so so much!!!
You're welcome!
Great video thank you!
Does it supports HP Reverb G2? Also, does it work on mac?
I have no ides about the HP Reverb, but it does work on mac.
Has anyone gotten their hands on a Quest 2 yet, I would like to know if my pipeline works on the new headset. Being a college student, I can't drop $300 on the kit, but I would really like to find out if I need to make a new tutorial for the pipeline.
yes sir, I'm doing the tutorial atm, we'll see
@@youngdexter8075 Awesome, keep me posted on that!
@@QuinnKuslich yes, it worked.
It is supposed to work but I'm getting the same error as some other user below: Android toolchain NDK r18b not supported when launching
@@stefano344 And you are using the quest 2?
Subbed and awesome! Work!
Hello, Will this work with the Oculus Rift s?
Hi, that was an awesome tutorial. By the way, is there any way that I can build the project that can launch on the oculus without having to connect it to the pc or I have to do the packaging like what I normally do for PC? For example, If I have an arch viz scene and I want to send the project over to my client to view on their Oculus. How do I pack it for them to launch it on their headset?
Depends what headset it is, is the client using a quest or a rift S. If its a Rift S you go to into File/Package Project/ Win64. and It will launch as an executable, if you are using the quest. You go to File/Package Project/ Android/ Android (ASTC) if you use this method make sure to go into the advanced .apk packaging and select "Package game data inside .apk"
Can you do one of these for creating a VR using UE4 for the HP Reverb G2?
Do you know where I could get an HP Reverb G2?
Tanks very much . Can work ar end vr like htc vive
Awesome vid but Im getting the 'gradle.bat' error on compile... any idea what that is!?
The same issue ((
ERROR: Android toolchain NDK r18b not supported what should i do ?
Thank you !
You're welcome!
Hey
I have been trying to do this for a year now and thought your video would be different but I keep getting the same message error
LogPlayLevel: Error: ERROR: Android toolchain NDK r14b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended)
LogPlayLevel: (see C:\Users\Drew\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.021082
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
Any ideas? I was hoping on Christmas it might have worked but alas no.
Thanks
man!! i just want to put my map on altspace.... i hate my life! jjajajaaj! nice video
It really do be like that sometimes
Hello together!
Does anybody know why my oculus cannot be detected via adb? it worked just one time... now it cannot be found via adb devices
3:06 i already have android studio, so i don't need to install the nvidia adb stuff right?
I am not totally sure, however you may need to update your studio version.
Will this work for the quest 2?
the adb drivers say they installed but when i go to the command prompt it says that its not recognised as a command
Try reinstalling unreal, I had to do that a few weeks ago and it fixed it, otherwise reinstall android drivers with ADB studio
Thanks
ERROR: Android toolchain NDK r18b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended)
Hello Quin and thank you as well. Does all of this hold for UE4.26?
Im not totally sure, I know that it did change for UE4.25 so I will need to look into it, Sadly the documentation has been very spotty lately
The biggest change after 4.25 is the Android Studio install. No more Codeworks
@@BeverlyPeterson That is great to hear!
Hi,
Does it matter what the Package name is? Does that need to match your Oculus user name?
Thanks
it has to be com.(yourCompany).(ProjectName) You can change anything within the quotations but if you change the overall format your package will fail.
@@QuinnKuslich thanks Quinn for the reply. Do you have ideas about my other problem
-installed the codeworks then restarted my machine and now I can't play any audio at all on any audio device-. Somehow it out dated my drivers for my audio, just updated drives and all good.what a pita.
Hey I'm having trouble with the ADB Drivers - I use the command prompt to type "adb help" but it says it "is not recognized...". I believe I installed everything correctly. Any ideas?
check in google "How to add adb to windows path".
And the headset must be connected when you try it. I was looking for the path etc ...
Be careful when activating the 'Mobile Multi-View' option, If you're using a SceneComponent2D (To render a camera view in your level for example), it will break the render and display a black screen instead. It took me 2 days to understand what was causing this.
thanks for the tip
there is no oculusVR plugin in my Unreal Engine it has SteamVR instead is there somewhere i can download this plug in?
What version of Ue4 are you using?
@@QuinnKuslich i am using UE4 24.3 i ended up getting it to work! thank you soooo much!
@@LE3SA_Music How did you get the plugin?
Can this be done in MacBook?
People have accomplished it in the past, but they have one of the newer ones. I don’t personally work on Mac, you’re welcome to give it a try end it just might work for you. There are a few different workarounds are going to have to do. But if you look for comments there are people that have accomplished it. I would also courage to check out my newer tutorial on this process.
ruclips.net/video/HgwXqRuEOo0/видео.html
@@QuinnKuslich Amazing! I’ll give it a try.
Can you comment the link for that specific video please.
Thank you for your time and amazing work.
Has anyone had success using Oculus Link to use the "VR Preview" Play option in UE4???
It works perfectly, just make sure you use an Oculus 3.0 cable. The charger cable on the OG quest will not suffice for that purpose.
@@QuinnKuslich The option was greyed out for me initially but reinstalling the epic games launcher and ue4 seemed to fix that issue.
Would this be the same setup for the oculus quest 2 aswell?
I have no idea, I have not tried it yet, I can only assume.
Yes. I have it running on Quest 2.
@@fletchlockgaming8260 How did you get the engine to see the quest 2 in the options? I cannot seem to find mine.
@@strumtastic6190 it maybe only available in the 4.26 version
@@fletchlockgaming8260 Hey if you could explain how you got the quest 2 to show up in the options, that would be greatly appreciated.
Hello, I followed your tutorial and when I launch to the quest all I get is a completely black screen and even the menu button to get back to home takes almost 30 secs to response if the app does not crash anyway
No errors or so
Do you have any idea what I am doing wrong?
did you turn on "start in VR" ?
@@QuinnKuslich yes
Tried it too with first building it on the pc and manually put it to the quest with sidequest
@@TKEKakashi If you are doing that go into your advanced apk packaging inside project settings and make sure to set "package game data inside apk." otherwise sidquest doesnt know what to do with it
@@QuinnKuslich had it checked too so side quest has no problem
Problem is still with the black result
@@TKEKakashi How big is your project
Are you using a default game or did you have your own level with lights and everything
this is pc vr so why disable raytracing ? when the quest is pluged in it doesnt do the computing the pc does..
This is mobile VR not PC VR
You are packaging your game executable from the PC onto the quest, therefore your Quest will handle rendering and compilation of shaders.
the nvidia codeworks login page leads me to an error message?
Hey, The workflow is changed, take a look at my new and updated tutorial for quest development. ruclips.net/video/HgwXqRuEOo0/видео.html
The algorithm is keeping it in the dark for some reason
Ok.....but, I do not have Nvidia, I have AMD, so, how to : Quick start guide, for AMD=?
Umm, I don't have an AMD card, try my newer tutorial, it eliminates the need for NVidia code works. ruclips.net/video/HgwXqRuEOo0/видео.html
Does the person who made these subtitles speak English?
Yes I do
So much just to make VR games >
Takes a whole lotta patience
Hey
I have been trying to do this for a year now and thought your video would be different but I keep getting the same message error
LogPlayLevel: Error: ERROR: Android toolchain NDK r14b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended)
LogPlayLevel: (see C:\Users\Drew\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 5.021082
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
Any ideas? I was hoping on Christmas it might have worked but alas no.
Thanks