Nice work my friend, this guy is doing it the right way! A lot of other videos out there suggest installing a ton of android api's and doing that is the wrong way to do it and causes package errors.
Thank you very much. My packaging finally worked. Looks like Meta doesn't have their MetaVR plugin updated to support 5.4 yet. Also, can you move ahead with the next steps? The Meta Quest documentation says I have to use ADB to deploy to my headset and ADB doesn't see my headset yet. I hope you come back around and make another fine video.
Thank you so much❤. I have not given it a try yet. This is something I was after. For example, if I have a successful-build project for android after packaging, where and how to test on my mobile? What procedure will I need to follow along?? Any link is much appreciated, pse. Thanks a lot for your tutorial.❤👍👍
Great video! But may i check that this Android studio update will NOT affect my VR packaging setup that i have for UE 4.27... that works great but i do want to test package via 5.4... but also want to keep package option via 4.27... just checking this update wont add or delete any 4.27 critcal package files?
Hello, thanks for this tutorial. When I try to install an APK on the emulator, I encounter an issue with OpenGL 3.2, which is not supported by the platform. However, I can't find any other option in the project settings of Unreal 5.4. Has anyone else faced the same issue?
What changes need to be made for UE 5.4.4? I followed your directions but used the versions suggested by the website documentation you used, but when I package it says The NDK API requested 'android-34' not installed in C:/Users/XXXXX/AppData/Local/Android/Sdk/ndk/25.1.8937393/meta/platforms.json. I installed SDK 34, NDK r25b, build tools 34.0.0. I tried dropping the version to 33 in the project settings and that packaged, but when I tried to install the apk on my headset I got: arm64.apk: java.lang.IllegalArgumentException: Error: Failed to parse APK file: /data/local/tmp/_stream.apk: Requires newer sdk version #33 (current version is #32). Thanks in advance
SDK API Level should be "latest" Here's my full config in case it helps. I'm running 32 instead of 33 (as described in this video) but it still works. Minimum SDK Version (26=8.0.0, 27=8.1.0, 28=9, 29=10, 30=11, 31=12): 30 Internal Name MinSDKVersion Target SDK Version (26=8.0.0, 27=8.1.0, 28=9, 29=10, 30=11, 31=12): 32 Internal Name TargetSDKVersion SDK API Level (specific version, 'latest', or 'matchndk' - see tooltip) Internal Name: SDKAPILevel latest NDK API Level (specific version or 'latest' - see tooltip) Internal Name: NDKAPILevel android-32
Thank you, We have problem with Meta Quest 3 To package android, it says need SDK/NDK 32 and we installed and set but it gives error when trying to package.
Thank you for this tutorial! I followed all steps but when I click "package" It says: "SDK Not Setup. The SDK for Android is not installed properly, which needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK."
I fallow all the steps but Androir still disable in the Content/SDK/Divice Management inside Unreal and it shows the message: Error info: The platform SDK's status was not returned from turnkey. Do you know any solution?
Hi! I've been having issues with this.. Doing everything but for android 34 and unreal 5.4.4. Always getting an unknown error System.IndexOutOfRangeException :( Do you know how to fix this?
@@sakhile_learns just kidding. You know when you launch epic launcher and you have the option to choose which version of UE you use? There should be a dropdown next to the version number, click on that and there should be an option to install extra content. You need to check Android content and install.
@@michaelkukula5926 LOL, thanks man. What's crazy is I saw another comment you made in another video with the solution last night. So, thank you two times over brother!
@@sakhile_learns what’s crazy is none of the dozens of tutorials I watched mentioned this part and there didn’t seem to be any comments about this. Glad it’s working for you and good luck with your project.
Nice work my friend, this guy is doing it the right way! A lot of other videos out there suggest installing a ton of android api's and doing that is the wrong way to do it and causes package errors.
oh man! this helped a lot! thanks, I was almost loosing my mind trying to get the vr build to work :)
iv been searching for MONTHS on how to do this... THANK YOU SO MUCH! i can finally test on the actual device!
Thank you very much. My packaging finally worked. Looks like Meta doesn't have their MetaVR plugin updated to support 5.4 yet. Also, can you move ahead with the next steps? The Meta Quest documentation says I have to use ADB to deploy to my headset and ADB doesn't see my headset yet.
I hope you come back around and make another fine video.
You Are the F*** God of youtube, i was find a lot of tutorials and only works yours, you are the best!
I learnt how to catch fish bro thanks a lot! Very helpful
Thank you so much❤. I have not given it a try yet. This is something I was after.
For example, if I have a successful-build project for android after packaging, where and how to test on my mobile? What procedure will I need to follow along?? Any link is much appreciated, pse. Thanks a lot for your tutorial.❤👍👍
Thanks, good video.
Do you know if it is possible to use Mixed Reality with just OpenXR plugin (without MetaXR) ?
Hi thank you so much for this video Im having missing assets or Uncoocked assets in my packaging of the project, how can I resolve this?
Great video! But may i check that this Android studio update will NOT affect my VR packaging setup that i have for UE 4.27... that works great but i do want to test package via 5.4... but also want to keep package option via 4.27... just checking this update wont add or delete any 4.27 critcal package files?
For windows 11 the jdk archive of java 17.01 11 works? i can`t see the cmd in my PC as in your video
Thanks for sharing! Your ndk version says 25.1.89 is there a reason you're using android-33 instead of 25 in your ndk API?
Hello, thanks for this tutorial. When I try to install an APK on the emulator, I encounter an issue with OpenGL 3.2, which is not supported by the platform. However, I can't find any other option in the project settings of Unreal 5.4. Has anyone else faced the same issue?
Thank you for the valuable information. I have a question: is it possible to package a large project of around 40GB into an Android package?
What changes need to be made for UE 5.4.4? I followed your directions but used the versions suggested by the website documentation you used, but when I package it says The NDK API requested 'android-34' not installed in C:/Users/XXXXX/AppData/Local/Android/Sdk/ndk/25.1.8937393/meta/platforms.json. I installed SDK 34, NDK r25b, build tools 34.0.0. I tried dropping the version to 33 in the project settings and that packaged, but when I tried to install the apk on my headset I got: arm64.apk: java.lang.IllegalArgumentException: Error: Failed to parse APK file: /data/local/tmp/_stream.apk: Requires newer sdk version #33 (current version is #32). Thanks in advance
Same problem; I just set that field to "latest" and it seemed happy enough
SDK API Level should be "latest"
Here's my full config in case it helps. I'm running 32 instead of 33 (as described in this video) but it still works.
Minimum SDK Version (26=8.0.0, 27=8.1.0, 28=9, 29=10, 30=11, 31=12): 30
Internal Name MinSDKVersion
Target SDK Version (26=8.0.0, 27=8.1.0, 28=9, 29=10, 30=11, 31=12): 32
Internal Name TargetSDKVersion
SDK API Level (specific version, 'latest', or 'matchndk' - see tooltip)
Internal Name: SDKAPILevel
latest
NDK API Level (specific version or 'latest' - see tooltip)
Internal Name: NDKAPILevel
android-32
@@shimmeringtrashpile you're a fkn legend
what kind of legend are you
Hi, I can't find the files to download Android Studio Flamingo, it seems like they only have the Jellyfish version now
Thank you, We have problem with Meta Quest 3 To package android, it says need SDK/NDK 32 and we installed and set but it gives error when trying to package.
Thank you for this tutorial! I followed all steps but when I click "package" It says: "SDK Not Setup. The SDK for Android is not installed properly, which needed to generate data. Check the SDK section of the Launch On menu in the main toolbar to update SDK."
I figured it out, under “package” there is a button “install SDK”
@@dani_zi Same issue here. Where is that button? In Android studio settings?
@@dani_zi I fucking LOVE you
@@bigpictures555 love you too mate 😂 glad it helped
I fallow all the steps but Androir still disable in the Content/SDK/Divice Management inside Unreal and it shows the message:
Error info:
The platform SDK's status was not returned from turnkey.
Do you know any solution?
too
Hi! I've been having issues with this.. Doing everything but for android 34 and unreal 5.4.4. Always getting an unknown error System.IndexOutOfRangeException :( Do you know how to fix this?
Hello Holley!
I have the same error
Did you manage to find a solution?
thank you..
it doesnt work.. ive tried everything 😭
thanks man ^_^
Still BUILD FAILED, Error_Unknown.
does this work on ue 5.3?
How to package VRproject in 5.3 please
Hello, could you please help? I followed all of your steps EXACTLY, but I am still getting the warning triangle next to Android in the platforms menu.
Hi, Were you able to solve this? I'm on UE5.4.4
@@sakhile_learns yup! Pay me and I’ll tell you.
@@sakhile_learns just kidding. You know when you launch epic launcher and you have the option to choose which version of UE you use? There should be a dropdown next to the version number, click on that and there should be an option to install extra content. You need to check Android content and install.
@@michaelkukula5926 LOL, thanks man. What's crazy is I saw another comment you made in another video with the solution last night. So, thank you two times over brother!
@@sakhile_learns what’s crazy is none of the dozens of tutorials I watched mentioned this part and there didn’t seem to be any comments about this. Glad it’s working for you and good luck with your project.
My android build crashes as soon as opens...any idea by chance
check if you are using the correct SDK JDK AND NDK If everything is correct, then, maybe ur project is not optimize for mobile aplication
change your target sdk to 33 instead of 34
@@nawhz6292 I switched it to 32 and it worked!
ads is working there?! ads not working with ue 5.3
Builds for quest 2 needs api level 32 guys if you can't upload it.
Foolowed the instructions but got the error cmd.exe failed with args /c
VRStarter\Intermediate\Android\arm64\gradle
ungradle.bat" :app:assembleDebug