For some reason whenever I try to create my right and left motion controllers I can find everything in the "right & left lists" except for "Left" & "Right" alone which is causing me to be unable to create controllers. Edit : For some reason "VR preview" is unavailable. Edit #2 + Solution : I restarted the Engine and the Oculus Quest 2 and I then had to go into the Oculus app on my computer and go to settings > general > allow unknown sources. I was then able to go into the simulation via headset. My controllers are also visible. I typed "Right" and "Left" even though these options weren't available and it worked.
THANK YOU! Out of all the setup videos for Quest, this has to be the best one out there. You cover some nuances others gloss over and can create problems with the install, especially with the version of Android Studio and getting UE to work with the Quest 2 in general. You should be teaching at Epic if you are not..thanks again.
What is badly needed for UE4 VR is a good multiplayer tutorial. There are none! Just would like to see something simple like 1 level, allowing multiple players (internet not LAN), maybe shooting randomly spawning zombies or something. I think it would really help out the channel of whoever does this first. Oh and working for Quest 1 because that is what I have :)
@polygon University - I've struggled with motion controllers on Oculus 2 for some time now. Your video was a lifesaver and got me past the hurtle. More Quest 2 Dev please
Thank you very much for this. I wasted hours trying to get the correct versions to work, I also would not have fond some of those options for hours more. Thanks you again!
Man you rock! I spent whole day trying to figure out how to open preview on quest2 with REGULAR preview button.. Thanks so much for showing that magic VR preview thing!!!!
Poly, Thanks for making this tutorial dude. it's really helpful and awesome. Hope you continue with this and maybe even make a full on first person shooter mini game :D in Quest 2
This reminds me of making Gear VR Apps which seems like a million years ago AND just yesterday,.. i am hoping not to hear things like 'device signature' etc.. LOL
Hey man can you link me to the video that you would recommend watching directly after this one? Such as how to give the controller's buttons separate functions and/or which of your videos do you recommend watching next in order to begin actually developing an environment/game. I'm currently browsing on my own but I'd appreciate your input on direction. I appreciate you and how clear you are.
Thanks for doing this, is any particular reason you´re going for 3.5.3 instead of the newest one? I've got 4.1.1 and have some issues with the original Quest 1. Thanks!
If you check the documentation that ue4 released it’s the version they recommend. I think it has to do with what unreal expects to see in terms of the android sdk when it comes to creating the builds. Could be wrong but it’s the reason I stuck with it in the video. Hope that explains the reasoning.
@@Drawcall That´s the quickest reply ever, thank you very much! I will delete the latest one and install the one you use as I don´t understand why on the Launch dropdown my quest is not showing up at all.
I'm set up with builds deployed successfully to my Quest 2 using the newest versions of everything (as of last week). To clarify, my Android Studio is the newest version. UE is the newest version (4.26 I think) too. Just sharing my experience. I understand it's not backed by their docs but, I think it's fine going with Android Studio 4.1.3.
@@darksalmon Thanks for sharing this experience, I'd rather go and try it like you did. It's my personal preference to be on the latest in everything when it comes to development. And BTW.... UE4 Documentations are not updated frequently. That's what I've noticed so far.
This is fantastic - thank you so much! Would love to hear your thoughts on getting a UE4 project running on PC via Oculus2 Link Cable. I realize Oculus can run Steam VR apps, via link, just not sure if it's possible to to use preview UE4 projects on the Oculus 2 using link.
This was a very good one. has me coming back time and again when I try to learn and get things working. BTW, 4.25 does not show proper quest 2 controllers in-game since it probably does not have quest 2 official support. Do you do Udemy or some other courses. coz there is a dearth of one good 4.26 course either using blueprint or C++.
I have a question. Your tutorial has been instrumental in setting up Quest 2 where others have left off. But was wondering if you knew how to force the Quest 2 to look in the same direction on startup regardless of where the user orients his head before playing. For example I want a user to always see a wall with pictures when they first put on the HMD. But as it is now, when they put on the Quest 2, depending on where they are looking will determine what is seen in the viewer and it may not be the wall I wanted them to see on first look. Any ideas on how this could work?
New subber. What are the spec requirements necessary for getting deep into the Unreal VR game development world? Because I'm new to the scene and parts pricing is brutal.
Got everything working up to the building executable portion of the launch build. Oculus link is going between headset and pc but UE4 is stalling on that step and has been on that step for 9 hours now!!! U said it would be long but this is long. I have a good rig too. Any advice? Or just try it again?
any ideas on how you should package this for Steam Works? For normal steam games you just package for windows and target the exe in the depot. What is the best way to do it with an Oculus Quest game?
Nice vid!!! Though I have two questions. If the projects that I create will be saved on the oculus quest each time I test them, will facebook/oculus be able to spy on my developments?? Is therefore the Rift 1 quicker in building and launching my projects?
Hi, wonderful tutorial that get me started, I managed to get everything into Unreal VR space and seeing the controllers in my hands, yet can't do anything with the controllers, no teleportation or moving in the VR space, am I missing something or have to apply a teleporting script somehow? Many thanks for the enlightenment!
Still an issue!! man oh man, I allowed unknown sources, restarted the guest and UE4. Still no luck getting the VR preview button. Still grayed out. Can anyone suggest anything else?
can you still make an app for Oculus if you don't have a headset yourself? If so I am unable to find the "Right" and "Left" Motion source however as @affiliate yourself said I can still see the option for other parts of the controller.
I'm getting a weird thing where VR preview is enabled and after I run it and enable Oculus link, my headset displays a black screen with a loading icon. Weird thing is if I move my head around during this black screen I see it reacting on the editor. After a few seconds my headset gets booted out and I'm back in home.
Heya Ive followed through it completely and yet I keep getting some weird error and I've tried to solve it and can't. I keep getting this error after trying to build to the quest "Error: ERROR: cmd.exe failed with args /c "D:\Unreal Engine Projects\UE4.27\MyProject\Intermediate\Android\armv7\gradle ungradle.bat" :app:assembleDebug" and also above it says "Installed Build Tools revision 32.0.0 is corrupted. Remove and install again using the SDK Manager." Even though I've reinstalled the version of android studio.
Where does one's cell-phone come into the process?? He goes through a step to turn on developer mode on the cell phone but as far as I can tell one's cell phone is never used in the entire development process.
Hey there, Im very new into this, but I guess you gave me light in the tunnel. I want to use for Archiviz, so this way, correct me if I wrong, I can make the virtual tour, I mean the model and load it to the OQ2 and use only the glasses atand alone in a meeting and show the design to my claient without cables and pc, etc? Tanks a lot!
Yes, you could make a build and not need a pc just the headset. A note of caution, the quest 2 is a Android chip. Think a fancy cellphone level of processing. Performance is hard to maintain. So stick to baked lighting as much as you can and try not to have more than about 100k tris on screen at a time. Hope this helps.
Try and get the Oculus link working between your headset and your PC. After that is working then restart UE4. Sometimes if you connect with unreal open it will not show you "VR preview" even though its connected.
Hello, thank you very much for this video it was very helpful for me. I am having some issues and I am wondering if you could help me. 15:55 - I am having problems Building and deploying my game. Under the launch button I can’t seem to find Quest_2 or All_Android_on_desktop. I have my headset attached to my PC with the link cable that comes included when buying the headset and I followed the tutorial step by step to install the software correctly. I noticed you are using a black link cable and I am wondering if the link cable that comes included in the Oculus Quest 2 headset is suitable for building and deploying games. I have given access to everything I found in the oculus app and I am able to play the game in VR Preview. I don’t know what else could be causing my problem, if you know anything else I would really appreciate your help. I hope you have a wonderful day!
Thank you for your great tutorial. Does using android studio 2020 instead of 3.5.3 makes me get a black screen with 3 dots when testing in my Quest 2??..
Its possible that version of android studio is not compatible when creating your builds in UE4. Might want to check your build log as Ive seen funny things about compatibility issues before.
It should work still. Try and connect your quest and get it to show through the lenses that link is working , then close and restart unreal and see if that fixes it. Can be buggy.
I'll answer the title right here... Just don't, there is less documentation and when you run into an issue its a lot harder to find the recourses to help you if you are just starting our unity is the way to go. If you know what you are doing and have the capabilities to solve these issues on your own go for it. I'm not an expert and I was new to unreal but after a week of wasting my time and running into a new issue every time I fix the last one I just gave up and went back to unity. No hate against unreal if I knew how to work with it I would absolutely choose it over unity in that same vain there is nothing wrong with unity I personally believe it just all comes down to preference.
Been trying to figure this out for a while now, but I followed this to the letter and I just can't get it to display the controllers in VR. Just doesn't work.
Something you could try is make sure that the hands are parented correctly, or even add a second Player character to the scene ( like standing in front of you) You and the second character should both move the hands at the same time. If the hand is just not visible you can try adding cube or sphere to the controller and confirm that its rendering. After that if its rendering but not moving then its probably a parenting issue.
I've heard to try and stick to 50k triangles in your environment. Think about this as what is visible in the frustum at any one time. So dropping assets in loading zones or when turning around could help.
@@Drawcall Thank you for the quick reply. Such a limit is a big challenge. Looking at half life alyx, it's hard to believe how its creators managed to achieve such an effect. Optimization is the key, but getting within 50k is really tough.
No particular insights. Let me know if you have a specific question as I love learning new things. If there is something I should be aware about let me know. Cheers :)
@@Drawcall It took me almost 2 days to figure it out, since the documentation available makes a lot of assumptions about previous knowledge of android studio, so I'm fairly sure a clear walk-through would be a value add to the indie dev community. I thought of doing one but it's not what I do.
Hey so I downloaded the Android Studio version, 3.5.3, but it did not look anything like yours did - it was a bright themed window and when I clicked start new AS project, it said your Android SDK is missing, out of date or corrupted. Any help? I've been trying to get Unreal set up with my quest 2 for 9 hours now to no avail.
As long as Android Studio is just installed you should be good to go in Unreal. You don't need to make any projects in android studio, its more for the files that it adds to your computer so that when you run that batch file (in the video) unreal can use things like Android bridge. The theme will be different as I had android studio before and a preference file got left behind when I deleted it. Let me see if I can get the same issue as you and come back with more help.
another question.. i am missing the "quest link" in quest 2 and the "vr preview" is not available in unreal.. i can only deploy but I can't vr preview.. can you help me?
Hmm , when you use the link cable do you see a message on your quest that says trust the computer it’s plugged into? I’m not you might need to go in the setting on your quest and tell it to forget your preference for connection
@@Drawcall hello again.. i realized i have "oculus developer hub" instead of "oculus app". unfortunately i followed another tutorial before yours and the other guy made me install this oculus developer hub. the oculus app setup doesn't work. it gives error around 50% and says "try again or contact support". i tried uninstalling the "developer hub" to see if that was the problem but it didn't fix the problem.. i guess I have to format my pc or something..
I know this video is over a year old. Two things I noticed. 1 why that particular Android SDK? 2 When you're in the Unread editor move your big ol' noggin when you're clicking stuff behind it so we can see what you are doing.
What is badly needed for UE4 VR is a good multiplayer tutorial. There are none! Just would like to see something simple like 1 level, allowing multiple players (internet not LAN), maybe shooting randomly spawning zombies or something. I think it would really help out the channel of whoever does this first. Oh and working for Quest 1 because that is what I have :)
pls never delete this, this is needed in order to package properly
For some reason whenever I try to create my right and left motion controllers I can find everything in the "right & left lists" except for "Left" & "Right" alone which is causing me to be unable to create controllers. Edit : For some reason "VR preview" is unavailable.
Edit #2 + Solution : I restarted the Engine and the Oculus Quest 2 and I then had to go into the Oculus app on my computer and go to settings > general > allow unknown sources. I was then able to go into the simulation via headset. My controllers are also visible. I typed "Right" and "Left" even though these options weren't available and it worked.
Best tutorial I've ever seen. Thank you!
THANK YOU! Out of all the setup videos for Quest, this has to be the best one out there. You cover some nuances others gloss over and can create problems with the install, especially with the version of Android Studio and getting UE to work with the Quest 2 in general. You should be teaching at Epic if you are not..thanks again.
Glad I could help :)
_"Make sure you read all this!"_ LOLOL As Mr. Burns says with steepled fingers: _"EXCELLENT..."_ Subscribed.
What is badly needed for UE4 VR is a good multiplayer tutorial. There are none! Just would like to see something simple like 1 level, allowing multiple players (internet not LAN), maybe shooting randomly spawning zombies or something. I think it would really help out the channel of whoever does this first. Oh and working for Quest 1 because that is what I have :)
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
This really helped and was easy to follow after spending all day trying to figure out the mess that is Unity. Glad to have switched to Unreal. Thanks!
Please make more!
Same here! Starting unity project was easy, but importing all the assets every time when I changed some settings took few hours...
You got the work done, bro!
This was awesome thanks dude, are you going to be doing more tutorials around quest 2 dev?
I can definitely give it a shot, probably just depends how much interest it gets :). Also thanks for the positive support.
@@Drawcall awesome dude you have an interested party here 😃👍
@polygon University - I've struggled with motion controllers on Oculus 2 for some time now. Your video was a lifesaver and got me past the hurtle. More Quest 2 Dev please
@@Drawcall interested
Thank you very much for this. I wasted hours trying to get the correct versions to work, I also would not have fond some of those options for hours more. Thanks you again!
Man you rock! I spent whole day trying to figure out how to open preview on quest2 with REGULAR preview button.. Thanks so much for showing that magic VR preview thing!!!!
Cool video how you put projects on oculus quest. It's stuck on the loading screen
Right please help
Hey, bro. I can't see the controller appears after click the ''display device model'' in ( visualization option) Pls explain it, Cheers.
Really accurate and easy to follow totorial! Thank you man!
excellent tutorial explaining WHY we should do thing X - thanks!
Poly, Thanks for making this tutorial dude. it's really helpful and awesome. Hope you continue with this and maybe even make a full on first person shooter mini game :D in Quest 2
Thanks. Its definitely something I'm considering.
Thank you man !
Tank you for this video. I finally can start creating Quest Games🥰
Thank you for the tutorial, now you may go to sleep now.
Awesome Awesome! Took a bit of rebooting but got it working! great tut!
Thanks a lot for this amazing video. It's simply amazing.. you managed to did all the crazy stuff in only one short video.
For some reason my controllers aren’t appearing in VR preview, I have them setup correctly in the pawn but they don’t show up in game
I don’t see left or right on the motion controllers please help
Amazing
Yes! This is good man, concisely good. Thank you.
Nice! thanks for this. Super straight forward.
Thanks Greg !
Hi, Thanks so much!! I haven't got Occulus2, but its my dream to get one!! great stuff. Well done. Look forward to more tutorials.
Thanks, will do!
Nice Work!!!! Thanks....
This reminds me of making Gear VR Apps which seems like a million years ago AND just yesterday,.. i am hoping not to hear things like 'device signature' etc.. LOL
Awesome video! The future is here 🤩
Thank you very much for this excellent tutorial! popular and easy to understand! I hope to see a mini game tutorial.... Tags!
Thank you so much! You are the best man.
Brilliant breakdown, thanks!
Super clear and useful, thanks man !
Glad it helped :)
Hey man can you link me to the video that you would recommend watching directly after this one? Such as how to give the controller's buttons separate functions and/or which of your videos do you recommend watching next in order to begin actually developing an environment/game. I'm currently browsing on my own but I'd appreciate your input on direction. I appreciate you and how clear you are.
Same :D
Please make a tutorial on how to make a VR shooter!
Good idea !
Really useful, thank you very much!
Thanks for doing this, is any particular reason you´re going for 3.5.3 instead of the newest one? I've got 4.1.1 and have some issues with the original Quest 1. Thanks!
If you check the documentation that ue4 released it’s the version they recommend. I think it has to do with what unreal expects to see in terms of the android sdk when it comes to creating the builds. Could be wrong but it’s the reason I stuck with it in the video. Hope that explains the reasoning.
@@Drawcall That´s the quickest reply ever, thank you very much! I will delete the latest one and install the one you use as I don´t understand why on the Launch dropdown my quest is not showing up at all.
I'm set up with builds deployed successfully to my Quest 2 using the newest versions of everything (as of last week).
To clarify, my Android Studio is the newest version. UE is the newest version (4.26 I think) too.
Just sharing my experience. I understand it's not backed by their docs but, I think it's fine going with Android Studio 4.1.3.
@@darksalmon Thanks for sharing this experience, I'd rather go and try it like you did. It's my personal preference to be on the latest in everything when it comes to development.
And BTW.... UE4 Documentations are not updated frequently. That's what I've noticed so far.
@@darksalmon had to dig that answer - was looking into 4.26.2 but no info on what to install..
This is fantastic - thank you so much! Would love to hear your thoughts on getting a UE4 project running on PC via Oculus2 Link Cable. I realize Oculus can run Steam VR apps, via link, just not sure if it's possible to to use preview UE4 projects on the Oculus 2 using link.
This was a very good one. has me coming back time and again when I try to learn and get things working. BTW, 4.25 does not show proper quest 2 controllers in-game since it probably does not have quest 2 official support.
Do you do Udemy or some other courses. coz there is a dearth of one good 4.26 course either using blueprint or C++.
You forgot to choose unreal settings for mobile device, and scalable graphics, which is important for performance
I have a question. Your tutorial has been instrumental in setting up Quest 2 where others have left off. But was wondering if you knew how to force the Quest 2 to look in the same direction on startup regardless of where the user orients his head before playing. For example I want a user to always see a wall with pictures when they first put on the HMD. But as it is now, when they put on the Quest 2, depending on where they are looking will determine what is seen in the viewer and it may not be the wall I wanted them to see on first look. Any ideas on how this could work?
thnx a lot!
Oculus does not appear in my build dropdown. Update ADB drivers, and everything else. still not found an answer... Any assistance?
Thanks man.
Happy to help
Thanks for all the help is SideQuest the best way to share a game?
I did everything you said yet I see the Vive controllers instead of the Quest 2's and it's messing orientation when holding objects...
Hi! Interesting tutorial! Is it possibile to make it work with the air link (without any cable) ?
New subber. What are the spec requirements necessary for getting deep into the Unreal VR game development world? Because I'm new to the scene and parts pricing is brutal.
how to make controller can click a 3d widget button? is it simple like, on click event?
For some reason when I hit the link button, it goes to the steam home and not the game. Any idea how to fix this? Thanks
to anyone having "gradle-rungradle-bat-error" change your SDK from 31 to 30 in SKD Tool (Android Studio)
Got everything working up to the building executable portion of the launch build. Oculus link is going between headset and pc but UE4 is stalling on that step and has been on that step for 9 hours now!!! U said it would be long but this is long. I have a good rig too. Any advice? Or just try it again?
any ideas on how you should package this for Steam Works? For normal steam games you just package for windows and target the exe in the depot. What is the best way to do it with an Oculus Quest game?
tysm i didnt know you could use the oculus software i thought you had to use developer hub but for some reason on my pc it wont let me sign in on it
Nice vid!!! Though I have two questions. If the projects that I create will be saved on the oculus quest each time I test them, will facebook/oculus be able to spy on my developments??
Is therefore the Rift 1 quicker in building and launching my projects?
Hi, wonderful tutorial that get me started, I managed to get everything into Unreal VR space and seeing the controllers in my hands, yet can't do anything with the controllers, no teleportation or moving in the VR space, am I missing something or have to apply a teleporting script somehow? Many thanks for the enlightenment!
i'm still a vr dev noob but yes you will need to put those scripts in
My quest2 will not show in the launch drop-down, no matter what guide I fallow.
Still an issue!! man oh man, I allowed unknown sources, restarted the guest and UE4. Still no luck getting the VR preview button. Still grayed out. Can anyone suggest anything else?
can you still make an app for Oculus if you don't have a headset yourself? If so I am unable to find the "Right" and "Left" Motion source however as @affiliate yourself said I can still see the option for other parts of the controller.
How long did it take for you guys on the "Building Executable for Android_ASTC" process?? I left it for like an hour and didn't finish...
I'm getting a weird thing where VR preview is enabled and after I run it and enable Oculus link, my headset displays a black screen with a loading icon. Weird thing is if I move my head around during this black screen I see it reacting on the editor. After a few seconds my headset gets booted out and I'm back in home.
Why don't we have to select the VR template when choosing project type in unreal? What's the difference?
great video
Anytime
Heya Ive followed through it completely and yet I keep getting some weird error and I've tried to solve it and can't. I keep getting this error after trying to build to the quest "Error: ERROR: cmd.exe failed with args /c "D:\Unreal Engine Projects\UE4.27\MyProject\Intermediate\Android\armv7\gradle
ungradle.bat" :app:assembleDebug" and also above it says "Installed Build Tools revision 32.0.0 is corrupted. Remove and install again using the SDK Manager." Even though I've reinstalled the version of android studio.
I have launch button is not active for some reason ((
Where does one's cell-phone come into the process?? He goes through a step to turn on developer mode on the cell phone but as far as I can tell one's cell phone is never used in the entire development process.
Hey there, Im very new into this, but I guess you gave me light in the tunnel. I want to use for Archiviz, so this way, correct me if I wrong, I can make the virtual tour, I mean the model and load it to the OQ2 and use only the glasses atand alone in a meeting and show the design to my claient without cables and pc, etc? Tanks a lot!
Yes, you could make a build and not need a pc just the headset. A note of caution, the quest 2 is a Android chip. Think a fancy cellphone level of processing. Performance is hard to maintain. So stick to baked lighting as much as you can and try not to have more than about 100k tris on screen at a time. Hope this helps.
Thank you for this great tutorial! I am already able to VR Preview but my Oculus is not listed for Launch, What can it be? thanks!
Try and get the Oculus link working between your headset and your PC. After that is working then restart UE4. Sometimes if you connect with unreal open it will not show you "VR preview" even though its connected.
@@Drawcall Thanks! it worked!!!
After following all the steps, I cannot get the VR Preview to work and If I launch to the headset, I have no controllers.
And one more question you did a build with launch is that compiling to headset so it's good to go unplugged or do I have to package project
The build will be placed on the headset so once it’s done you can play it without the cable.
Hey can you help me ? I always get the same error while trying to compile into quest 2 :
app:processDebugResources FAILED
where would that come from ?
Real question is, how to buy this kind of device ?
a question, will there be a platform for ios ? or do I just need to download the one from android?
Hello, thank you very much for this video it was very helpful for me. I am having some issues and I am wondering if you could help me.
15:55 - I am having problems Building and deploying my game. Under the launch button I can’t seem to find Quest_2 or All_Android_on_desktop. I have my headset attached to my PC with the link cable that comes included when buying the headset and I followed the tutorial step by step to install the software correctly. I noticed you are using a black link cable and I am wondering if the link cable that comes included in the Oculus Quest 2 headset is suitable for building and deploying games. I have given access to everything I found in the oculus app and I am able to play the game in VR Preview. I don’t know what else could be causing my problem, if you know anything else I would really appreciate your help.
I hope you have a wonderful day!
I'm having this same issue, did you find out anything?
Thank you for your great tutorial. Does using android studio 2020 instead of 3.5.3 makes me get a black screen with 3 dots when testing in my Quest 2??..
Its possible that version of android studio is not compatible when creating your builds in UE4. Might want to check your build log as Ive seen funny things about compatibility issues before.
@@Drawcall great, I will post my log as soon as I can. Thank you for your time!
@@Drawcall I switched to UE 4.25 and all seems working great, for now I stay there :) Thank you
ERROR: JAVA_HOME is set to an invalid directory: C:\Program Files\Java
Does any one have a clue why I'm getting this...Please Help!!
Should forward rendering be enabled? Can a multiplayer mode work with wifi mode? It's ok to use vr pawn? Thanks
You can stream a windows build with the link cable and the vr pawn is set up for replication so everything should be fine. Good luck :)
Also forward rendering will definitely help with performance
I cannot see the VR preview option although the lenses are connected to the PC. Is it a problem that my USB port is 2.0?
It should work still. Try and connect your quest and get it to show through the lenses that link is working , then close and restart unreal and see if that fixes it. Can be buggy.
I'll answer the title right here... Just don't, there is less documentation and when you run into an issue its a lot harder to find the recourses to help you if you are just starting our unity is the way to go. If you know what you are doing and have the capabilities to solve these issues on your own go for it. I'm not an expert and I was new to unreal but after a week of wasting my time and running into a new issue every time I fix the last one I just gave up and went back to unity. No hate against unreal if I knew how to work with it I would absolutely choose it over unity in that same vain there is nothing wrong with unity I personally believe it just all comes down to preference.
Been trying to figure this out for a while now, but I followed this to the letter and I just can't get it to display the controllers in VR. Just doesn't work.
Something you could try is make sure that the hands are parented correctly, or even add a second Player character to the scene ( like standing in front of you) You and the second character should both move the hands at the same time. If the hand is just not visible you can try adding cube or sphere to the controller and confirm that its rendering. After that if its rendering but not moving then its probably a parenting issue.
Sorry to ask this I am new to VR game development (AR developer). Can I make VR game without owning headset?
I think you could try but not having the input of the headset or controllers is going to make testing not possible.
Do you know what the limit of triangles on stage is to have high quality?
I've heard to try and stick to 50k triangles in your environment. Think about this as what is visible in the frustum at any one time. So dropping assets in loading zones or when turning around could help.
@@Drawcall Thank you for the quick reply. Such a limit is a big challenge. Looking at half life alyx, it's hard to believe how its creators managed to achieve such an effect. Optimization is the key, but getting within 50k is really tough.
Hm. Setting "Display Device Model" to True doesn't actually show them. Any Idea why?
EDIT: It's because my Oculus wasn't connected.
Glad you got it figured out :) happy deving.
14:40 I’ve got my quest 2 plugged into my laptop but it isn’t letting me click “VR Preview”. Is there a reason why?
Once the headset link is working with your pc try and restart unreal as it can glitch.
@@Drawcall yeah, I realised I needed the oculus app to be open but it won’t install. Got to try and fix that now
Any insights to share on v2 APK signing for the oculus store?
No particular insights. Let me know if you have a specific question as I love learning new things. If there is something I should be aware about let me know. Cheers :)
@@Drawcall It took me almost 2 days to figure it out, since the documentation available makes a lot of assumptions about previous knowledge of android studio, so I'm fairly sure a clear walk-through would be a value add to the indie dev community. I thought of doing one but it's not what I do.
Hey so I downloaded the Android Studio version, 3.5.3, but it did not look anything like yours did - it was a bright themed window and when I clicked start new AS project, it said your Android SDK is missing, out of date or corrupted. Any help? I've been trying to get Unreal set up with my quest 2 for 9 hours now to no avail.
Went to SDK manager and says to specify Android SDK location: what should I put down?
As long as Android Studio is just installed you should be good to go in Unreal. You don't need to make any projects in android studio, its more for the files that it adds to your computer so that when you run that batch file (in the video) unreal can use things like Android bridge. The theme will be different as I had android studio before and a preference file got left behind when I deleted it.
Let me see if I can get the same issue as you and come back with more help.
At 10:15 I can't find the option that just says Right, it's always right and then something, probably missing something very easy tbh.
Hmm, just try typing it in ?
@@Drawcall yes
@@BobRoss-uq2wu Same problem here. Caused from quest not connected. Solved connecting HMD with Oculus Link
@@2010wdb Alright, thank you
another question.. i am missing the "quest link" in quest 2 and the "vr preview" is not available in unreal.. i can only deploy but I can't vr preview.. can you help me?
Hmm , when you use the link cable do you see a message on your quest that says trust the computer it’s plugged into? I’m not you might need to go in the setting on your quest and tell it to forget your preference for connection
@@Drawcall hello again.. i realized i have "oculus developer hub" instead of "oculus app". unfortunately i followed another tutorial before yours and the other guy made me install this oculus developer hub. the oculus app setup doesn't work. it gives error around 50% and says "try again or contact support". i tried uninstalling the "developer hub" to see if that was the problem but it didn't fix the problem.. i guess I have to format my pc or something..
@@Drawcall update: problem was my internet. i managed to install oculus app and everything is working perfectly fine! thank you for this tutorial!
I would pay $200 for a class on how to use VR as an architecture preview visualizer
i already had android studio latest version installed, should I downgrade to 3.5.3 ?
If your builds work I’m going to assume you should be in the clear.
@@Drawcall thank you so much!
Part 2?
It’s in the works :) anything In Particular you would love to know about ?
I know this video is over a year old. Two things I noticed. 1 why that particular Android SDK? 2 When you're in the Unread editor move your big ol' noggin when you're clicking stuff behind it so we can see what you are doing.
Not even a thank you, damn
@@bigsadge I'm sorry. Thank you. The information was exactly what I was looking for and you did help me streamline my project. Keep up the good work.
I JUST WANNA CONNECT MY QUEST 2 TO MY UNREAL ENGINE GAME I DONT WANNA BE DOWNLOADING RANDOM SHIT
Get some sleep mate. You look bloody tired!
What is badly needed for UE4 VR is a good multiplayer tutorial. There are none! Just would like to see something simple like 1 level, allowing multiple players (internet not LAN), maybe shooting randomly spawning zombies or something. I think it would really help out the channel of whoever does this first. Oh and working for Quest 1 because that is what I have :)