Packaging for Oculus Quest 2 - Unreal Engine 5 VR Tutorial

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  • Опубликовано: 11 июл 2024
  • Packaging your project for and Oculus Quest can be quite the challenge the first time around, fortunately the setup is pretty simple. In this tutorial I will be showing you how to setup both your Quest 2 and Unreal Engine project to make the packaging that much easier when its time to test your project.
    // WEBSITE LINKS
    Android Studio: developer.android.com/studio/
    Unreal Android Setup: docs.unrealengine.com/4.26/en...
    NDK Downloads: developer.android.com/ndk/dow...
    JDK Downloads: www.oracle.com/java/technolog...
    Oculus Developer Hub: developer.oculus.com/download...
    // SUPPORT ME ON PATREON
    / vrplayground
    // FOLLOW ME ELSEWHERE
    Instagram: / vr.playground
    Facebook: / virtualrealityplayground
    Twitter: / playground_vr
    // COME JOIN THE DISCORD
    Discord: / discord
    // LOOKING TO HIRE MY SERVICES?
    virtualreality-playground.com
    // CONTACT INFO
    For business inquiries: alexander.rodriguez@virtualreality-playground.com
    // CHAPTERS
    00:00 Start
    00:56 Preparing the Oculus Quest
    02:18 Connecting Oculus Quest to PC
    04:41 Creating a Project in Unreal Engine 5
    05:58 Unreal Engine 5 Plugins
    07:04 Unreal Engine 5 Project Settings
    14:25 Packaging and Installing to the Quest 2
    18:15 Quest 2 Test
    20:03 End and Thanks to My Patreon Supporters
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Комментарии • 120

  • @Shenakhti
    @Shenakhti 2 года назад +22

    These videos are truly useful, and as i see, better and more professional everyday. Keep it up man. its gonna be a great database of UE 5 VR tutorials.

  • @communistpropagandist4608
    @communistpropagandist4608 2 года назад

    I can't thank you enough! Putting links in the description is the cherry on top.

  • @rewis3d
    @rewis3d 2 года назад +3

    Nice work, keep em coming! There's gonna be a lot of people in UE5 wanting to do this.

  • @egey.
    @egey. 2 года назад

    If I have a chance to like your video I would do that 100 times. Your videos are very useful and you are one of the best VR content creater developer. Thank you for shaing your knowledge and experience with us.

  • @ronioclarenzo6137
    @ronioclarenzo6137 Год назад

    Thanks for the great tutorial! Keep up the good work!

  • @murxmax
    @murxmax 2 года назад

    thx for your amazing tutorial! :D

  • @joneno57
    @joneno57 2 года назад

    I just started packing my UE5 projects. Plan to do VR also, thanks.

  • @MrHannessie
    @MrHannessie 2 года назад +1

    This video is not perfect, but with a lot of Googling and Reddit comments, I got it to work. Thank you! This was a good starting place.

  • @flying_redkite
    @flying_redkite Год назад

    Very clear! Thanks

  • @nsgoneape9899
    @nsgoneape9899 Год назад +1

    Hey man, I want you to know, you helped me out alot, and I am eternally grateful. I hope we meet some time so I can thank you.

  • @KavanBahrami
    @KavanBahrami 2 года назад +2

    I hadn't seen the APK upload in ODH, thank you.
    I've been building to headset via launch for quick builds, and packing builds > upload to Oculus and going through all that testing for 'official builds', but not this middle ground package build > add an apk route.

  • @egey.
    @egey. Год назад

    Amazing.Thank you so much

  • @melih.a
    @melih.a 2 года назад

    This was cool

  • @decanecaudeoscar6961
    @decanecaudeoscar6961 2 года назад +1

    Thank you so much for giving your time for us. Could you make the first tutorial about the wizard patching mobile? To get over the limitation of 4go for an oculus game...

  • @waifu_enjoyer
    @waifu_enjoyer Год назад +4

    Did this today. Unreal 5.1 Preview makes this a lot easier. You even get a bit of lumen and nanite and works okay for this small starter project on Quest 2. Grabbed the latest NDK version from the .bat set up file in C:\Program Files\Epic Games\UE_5.1\Engine\Extras\Android one thing that was different from your video was I had to ensure I had downloaded command line tools and also KitKat in Android Studio 4.
    Thanks for the great video, helping me even in 2022 =)

    • @manueleguia2915
      @manueleguia2915 Год назад

      Which JDK version did you use? It failed in PERFORMING FINAL APK PACKAGE OPERATION with jdk 17 and 19 (java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7)

    • @manueleguia2915
      @manueleguia2915 Год назад

      Finally it worked with jdk 11! super easy. I installed the latest NDK Version with Android Studio 4 and using OpenXR using all the defaults.

  • @DavidBoura
    @DavidBoura 2 года назад +1

    Thank you VR much!!
    Would you show how to preview via Virtual Desktop?

  • @raphaellohr
    @raphaellohr 2 года назад

    Thanks friend!

  • @Mayor_Imad
    @Mayor_Imad 2 года назад

    Love your videos
    how did you record the last bit in the segment titled: " Quest 2 Test " without the cable?

  • @saro3dsound117
    @saro3dsound117 2 месяца назад

    Thanks for the video! Can i use this tutorial also for the Quest 3?

  • @dhruvrattan
    @dhruvrattan Год назад

    That is a really great tutorial TBH but I have one question what if unreal gives an output with OBB file as well what to do then , how to place the OBB file

  • @elevatetechai2024
    @elevatetechai2024 2 года назад +2

    Hey man great video but do you have one for the latest release 5.02 , when I deploy the app crashes but in the early access used to work

  • @joaootavioarquitetura
    @joaootavioarquitetura Год назад

    make a video teaching how to configure lighting for vr

  • @rishabhkhurana1730
    @rishabhkhurana1730 Месяц назад

    Hi, very useful video. however i have a htc vive focus 3. can you help me out with packaging and installing the file for focus 3??

  • @sombatkhruathong829
    @sombatkhruathong829 Год назад

    Hi, good tutorial... but you tell more about what we must package and what we can delete. That's for avoiding to wait for a long time from packaging on process.

  • @daniglezst
    @daniglezst Год назад +3

    6:54 Speaking of OpenXR, right now it's not in ''Beta'' would you recommend now that it's not ''Beta'' to use it or is it still troublesome to enable it?

  • @SenEmChannel
    @SenEmChannel 2 года назад

    Hey can you make a video how to add post process for game in standalone quest 2. I looking for answer aout a year now. Still no luck for me, hope you can show me a way.

  • @alanperel1799
    @alanperel1799 3 месяца назад

    Greetings,
    I was working with a plugin (Vr expansion plugin) and I had a lot of problems with packaging so I went back to step 1 -
    I created an Epic default VR project and packed it (just as you did in the video), in comparison to my main project it managed to pack it. However, after I installing the apk (by Sidequest and Developer's hub) it didn't work... It just shows a black screen for a second, what could it be?
    Thanks in advance!

  • @eyewishwalrus
    @eyewishwalrus 2 года назад +1

    how do you make it the correct orientation for a quest 2 controller?

  • @BalazsLengyelMD
    @BalazsLengyelMD 5 месяцев назад

    Coming to you from 2024. Are all of these still relevant? Do I still need the Android studio for example or now it is enough to connect the Oculus to Pc via Oculus link for testing and then I just need the SDK and NDKs downloaded? Do you still need these many steps? CAn you maybe do an update on this video?

  • @neshivale
    @neshivale 2 года назад +1

    Is there a way to develop a project ready to be used on both PC and quest?

  • @sebastianavena
    @sebastianavena 2 года назад

    Hey man, very good info, tutorial, and pacing on all the information you are giving!
    As feedback, I think could be better if instead saying "I'm going to skip until this loads", you just do that without saying that.
    Just an opinion, your content is amazing!

    • @sams_3d_stuff
      @sams_3d_stuff 2 года назад +4

      I think that's kind of important for fresh users who won't know there are delays in these steps and they might cancel the process. This way they know a delay is normal. Just my opinion. Have a good day :)

  • @user-sf3lu7ti9v
    @user-sf3lu7ti9v 2 года назад

    hello, can you tell me how to disable the proximity sensor in a VR project in UE4?

  • @Mikosi
    @Mikosi 2 года назад

    Hello, can you help? Unreal installs SDK version 29 on its own, although I installed 30-32. Disabling in Android studio and deleting the folder does nothing - the engine creates it again.
    In project settings I put 30 everywhere - it doesn't matter.

  • @michaelkukula5926
    @michaelkukula5926 10 месяцев назад

    If I have two quests on my account, and I install my project one of them, will the project be available on the other quest?

  • @supedoandroid9305
    @supedoandroid9305 2 года назад

    can we install the packaged (.apk ) file and use google cardboard for testing and viewing purpose.. if so there any app that runs those apk files on android phones..

  • @1l2Hawk
    @1l2Hawk 2 года назад +9

    Friendly suggestion ... When running down thru a bunch of project settings on a 2560x1440 monitor that's then cut down to a 1080p res vid, everything winds up in a fuzzy 2 pt font. So when you didn't mention anything about where the armV7 option went in UE5 or why you have both OpenGL and Vulkan checked I was hoping to see better what's actually going on (for example). Otherwise good pace and content.

    • @TJ-ki3gp
      @TJ-ki3gp 2 года назад +2

      I'd like to hear about it as well. Currently can't turn off arm64 and it problably causes my apps to crash. Why both OpenGL and Vulkan are enabled would also be interesting.

  • @fireflyone142
    @fireflyone142 Год назад

    hey could u please make a new unreal setup video for quest 2 i just cant get your video to work thanks

  • @RxPharmacytech
    @RxPharmacytech 2 года назад

    I’m having an issue right now when I package my game that the OBB file is too big. Is there a easy way to fix this?

  • @lily_neko739
    @lily_neko739 2 года назад +1

    i tried to follow this tutorial in unreal engine 4, but when i hit package project, it opens a link for android development, but nothing in there tells me why i can't package it!

  • @mikem-zz4ui
    @mikem-zz4ui 2 года назад

    Do I have to uninstall all other instances of android studio from my 4.27?

  • @arjunkhatri8401
    @arjunkhatri8401 Год назад

    hello i made the apk of the project I was working on in oculus link it worked very well but after creating apk it graphic were horrible and it was too buggy
    I'm just starting out and I tried directly imported data smith file and just added sky and volumetric cloud
    can you help me out?

  • @ElbahethAmrSrour
    @ElbahethAmrSrour 2 года назад +1

    Hi .. i dont know why unreal 5 oculus has bad color when i backed lighting

  • @alifaraji8823
    @alifaraji8823 Год назад

    in cmd when I type adb for checking result, says: 'adb' is not recognized as an internal or external command,
    operable program or batch file.

  • @sisimma
    @sisimma Год назад

    19:23 Is that teleport feature? How should I do on Quest2? I can't find it with Quest2.

  • @bkunal88
    @bkunal88 Год назад

    Will nanite work in standalone packaging in quest 2?

  • @Bruno5DMII
    @Bruno5DMII 2 года назад

    Unreal Plugin file Engine\Plugins/Runtime/OpenXR/Source/OpenXRHMD/../../OculusOpenXRLoader_APL.xml missing!
    Do you have some tips about this issue? On unreal forum seem to be unresolved.

  • @chumcool
    @chumcool 2 года назад

    What about this “developer organization” step one needs to perform in order to do
    Any of this? Why skip that?

  • @jasongutierrez9882
    @jasongutierrez9882 Год назад

    Is there anyway to package for google cardboard instead of Quest?

  • @vicioustide
    @vicioustide 2 года назад

    Tip: Find Plugins and Project Settings, under Edit-->Configuration

  • @OTAKUBLOCKU
    @OTAKUBLOCKU 2 года назад

    ERROR: cmd.exe failed with args
    I get this when packaging, any idea why? I followed all the steps.

  • @maniacmagee1493
    @maniacmagee1493 2 года назад

    my question for you is is this possible on a M1 Max?

  • @Durant_X
    @Durant_X 2 года назад

    so i have ran a number of tutorials on installing the VR template from UE4 27 and UE5. i can get the Project on the Quest 2 but its always missing the Yellow Cubes and the Large blue Ball. can anyone help with this?

  • @durankcio
    @durankcio 10 месяцев назад

    how is it possible to pack in armv7 in UE5? my project crashes as soon as I open them, I think its because EU can only package for arm64v8. Please help

  • @stan3473
    @stan3473 Год назад

    please help :( after packaging, install the apk, but only starts with windowed mode.. but if the preview is directly from UE, it works full screen. why is that?
    Only when after packaging, I installed in quest 2, it started in windowed mode.

  • @leszczynski3044
    @leszczynski3044 2 года назад

    Bro I wanted to know how to actually send it for publishing and selling

  • @vrai_
    @vrai_ Год назад

    Can we play 360 videos on packaged oculus app?

  • @EnterAccountDetails
    @EnterAccountDetails Год назад

    So I can get any NDK?

  • @andthe.infinite
    @andthe.infinite 2 года назад

    can we make it to glb format?

  • @bielbellini
    @bielbellini Год назад

    vagabundo, tu é fera, salva minha vida

  • @brandoncarr4477
    @brandoncarr4477 2 года назад

    Have you tried packaging and playing on the quest yet? The lighting using Oculus' Vulkan Graphics is practically unusable. Would love to see a video on setting up interior lighting for Oculus Quest 2 (Not oculus link) that doesn't look like complete garbage lol.

  • @JuanKVallejo
    @JuanKVallejo 2 года назад

    Hey Bro, Thank You! Can I use Lumen and Nanite for VR game on Quest 2?

  • @souravdhali6006
    @souravdhali6006 Год назад +2

    its not showing any device (adb device) in cmd

  • @tetsuoikari
    @tetsuoikari 2 года назад

    Where can we find your Recent Projects you cant show on this video? ;-)

  • @alpharhomedia9006
    @alpharhomedia9006 Год назад

    usb debugging is not working here any help?

  • @andrewhart74
    @andrewhart74 2 года назад

    It keeps failing on launch with this error
    LogPlayLevel: Error: RunUAT ERROR: AutomationTool was unable to run successfully.
    PackagingResults: Error: Launch failed! Unknown Error
    Any thoughts??

  • @joneno57
    @joneno57 2 года назад

    If you are new like me, to connect a link cable you have to disable your air link.

  • @DK_hobby
    @DK_hobby 2 года назад

    im noticing HUGE graphic quality drop, when I do the VR Preview. when its played on PC, it renders flawlessly. VR deosnt support Lumen or something? if so, what is the way around it? do I have to treat it like UE 4.27 and make the whole scene without using Lumen? Thanks

    • @brandonunglaub
      @brandonunglaub Год назад

      VR doesnt support lumen nope, have to bake the lighting

    • @ralphsayah2453
      @ralphsayah2453 Год назад

      @@brandonunglaub thanks a million Brandon

  • @Bruno5DMII
    @Bruno5DMII 2 года назад

    Thank you for your video, I followed it and I got this error:

  • @derstoneman
    @derstoneman 2 года назад

    Thank you! Finally made it work :) but i have one big issue: when holding the stick for teleporting too long AND holding one of the guns the "game" just crashes! anyone any idea?

    • @supjay3945
      @supjay3945 2 года назад

      Im still struggling to download the right versions of unreal, android studio, and other needed files. Lol

    • @GdnationNY
      @GdnationNY 2 года назад

      i am seeing the same thing and the performance is quite bad.

  • @knmbsst
    @knmbsst 2 месяца назад +1

    Hi! Thank you for all this info!
    I have a problem when pressing the android button, it says SDK not Setup and that the Android SDK is not installed properly. I'm really confused at this point since i just downloaded UE5.4 to make a test on the VR, didn't install or uninstall anything and this warning is popping up. Do you have any info on how to solve this o what may be causing the problem?? Thank you!

    • @michaelkukula5926
      @michaelkukula5926 Месяц назад +1

      Did you find a solution?

    • @knmbsst
      @knmbsst Месяц назад +1

      @@michaelkukula5926 yes Bro, but i did It by following the official Unreal documentation for my current version. Its very clear by following their steps and for me was the only way i could achieve the results. Good luck!

    • @michaelkukula5926
      @michaelkukula5926 Месяц назад

      @@knmbsst cool! Was that unreal engine 5.4 with a quest 2 or 3?

    • @knmbsst
      @knmbsst Месяц назад

      @@michaelkukula5926 It was Unreal 5.4 with a Quest 2

    • @michaelkukula5926
      @michaelkukula5926 Месяц назад +1

      @@knmbsst ok. I’ll try 5.4. I tried 5.3.2 and 5.0 and neither worked.

  • @outofthebox2369
    @outofthebox2369 2 года назад +2

    Hello VR!
    When i try to package to my Vr I get this message.
    LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\orodriguez\Desktop\project2\Binaries\Android\project.target'. Check that this target has been built.
    when i check that adresss it doesnt exist. Im missing" \Binaries\Android\project.target'." in the project2 folder. Binaries folder is not created. I have no idea what to do no more lol

  • @Dahvidownz
    @Dahvidownz 2 года назад

    cant get mine working :(

  • @mbunds
    @mbunds 2 года назад

    Thanks for this, seriously! I have had to switch to Unreal from Unity, so this has been hugely helpful.
    I gave up trying to install Unity after a frustrating three weeks of trying to get it installed properly.
    Unity has been my go-to for more than 10 years, but the Unity team has given up on trying to keep its packages and documentation straight, or bugs out of the "Unity Hub", so after this huge frustration and dozens of wasted hours (and even a new "up-to-Unity-spec" PC), and after reading huge numbers of posts about the frustration Unity is causing their users recently, I uninstalled it from all of the workstations and gave up.
    I have used Unity in the past for many projects, so I know there are growing pains to be expected, but this recent round of frustration tells me that Unity no longer cares about new (or existing) users, as I wouldn't recommend Unity for ANYBODY until they fix their bugs, and straighten out their documentation.
    But Unreal is barely any better, since their fragmented documentation often falls-back to "older versions" having setup information that is irrelevant to the version docs being examined.
    If any of the VR-wannabe software houses expect to capture market share, they had better quit frustrating new users.
    The docs on the Oculus Developer hub are fairly straight-forward and far better than the docs found on the 3D editing software sites, until they get to the sections that refer to setting up the Oculus programming environments using links to Unreal or Unity help documentation, which is where everything goes to hell because NEITHER company has their help documents up-to-date (Unreal is better than Unity having up-to-date docs, but is still crap).
    And none will commit to an ACTUAL, straight-forward configuration for an initial setup in any singly-comprehensible source; these versions of editors all having different requirements for inter-related Android SDK, and NDK is bad enough, but none even touch upon acceptable versions of the JDK.
    But that's the way of modern software; too much focus on TTM, so they'll produce totally crap documentation, that gets worse over time, but, "hey, they'll at least be impressed by the huge volume of obsolete data", almost like they don't want this material to be comprehensible or related.
    Instead, these companies focus on coming-up with the "next best feature", long before their supporting documents are complete, leaving some users unable to implement these features effectively until the next new, "barely-documented" feature gets released (looking at you, Microsoft).
    It looks like Unreal has taken the lead for now, and I give the benefit of the doubt to staffing difficulties during this "pandemic era", but version fragmentation has been a huge problem that developers have to suffer with until Unreal, Unity, Meta, and others get their companies organized again, but to hell with the newcomers; "we'll just pretend the current state of our software is better than it is, and blame issues on them, whether they had a valid path toward success, or not."

    • @Whaddif_
      @Whaddif_ 2 года назад

      couldn't have put it better myself... fucking instructions for the SDK installation literally goes up to UE4.26 even though they've fucking released UE5... and like you said, they just have to frustrate the FUCK out of new users with these extremely tedious steps that aren't even fucking correct because they're so out of date like seriously?!?!

  • @sakthinandhan8236
    @sakthinandhan8236 6 месяцев назад

    Not working. getting errors

  • @sebastian_dohnal
    @sebastian_dohnal 2 года назад +1

    Im trying to make this work for more than three days, I spned more than 15 hours trying to make it work and I tryed every tutorials and every steps more than once And I just dont know how to Build game for android. Pls help, im desperate :D

  • @LaszloIvanyi
    @LaszloIvanyi 2 года назад

    This seems to be incorrect. When I tried to start developer mode, I was just dropped to a webpage to create or join an Organization (?) It also asked me to add credit card details, phone numbers etc to Facebook..
    Also, after enabling developer mode finally on the damned OQ2, I've not seen the 2 prompts after plugging in to PC, only the one to allow access of data, but nothing about USB debugging.
    This whole thing seems to be incorrect and sketchy..
    I jumped through all the hoops, but the packiging was not working it sayig I don't have SDK installed, I should check the launch menu.. There was no such menu :D I finally figured out that if you open up the section where you package, there at the bottom it lists SDK: and that was blank for me. on the same menu, in the Oculus section I had a section I could click on to "install SDK" for that device. Setting up directories and installing the SDK NDK etc was not enough..
    I finally saw and SDK there but it was 23.b and UE said that allowed version as 21.a thorugh 23.a so fuck that.. I had to revert back to 21.e, because UE5 was not accepting the latest version.. After that it started packaging, but still.. Buid failed after that on Java.. it seems the latest version of that is also not working.. What I installed from the link was jdk-17.0.1 and I guess that's not the one it needs..
    I downloaded 16.0.2 the same as you have, with great effort since archive java downloads need an Oracle account where you need to give them your phone number your corporate title, full address etc..
    Even after installing that, the build was failing:
    UATHelper: Packaging (Android): FAILURE: Build failed with an exception.
    UATHelper: Packaging (Android):
    UATHelper: Packaging (Android): * What went wrong:
    UATHelper: Packaging (Android): Could not initialize class org.codehaus.groovy.reflection.ReflectionCache
    SO FFUUUCK THIS SHIT!!
    I was trying to solve this unsuccessfully for another few hours. Why can't this be as easy as "make a level" and click build and the fuhhing program pulls in whatever they need for it to run automatically? All this packages and SDKs and all that bullshit just making this sooo complicated. I'm not tech illiterate but still this is FAR from a working solution..
    Oh and also some of your links are no longer working. UE5 has a link to "Android install help" but that page was removed (404) so there's no official way to figure out how and what to install to my knowledge..

    • @bigdaddyproduction7266
      @bigdaddyproduction7266 2 года назад +1

      no updateS?

    • @LaszloIvanyi
      @LaszloIvanyi 2 года назад

      @@bigdaddyproduction7266 I'd need an update to the guide too, lol. :D After spending a day trying to figure this out, it was still not working, and I was not able to produce a packaged install for the Oculus Quest 2.

  • @roozbehseirafi9848
    @roozbehseirafi9848 2 года назад

    I hope you are fine I just got acquainted with your RUclips channel and they were very useful. But I have a problem, please help me. When I send the Android file into the glasses, I can walk inside the project with a delay. It is as if, for example, a lumen or resolution is open, which delays the execution of the file. I worked a lot with the settings but the file output is difficult.

  • @EnterAccountDetails
    @EnterAccountDetails Год назад

    5:00 What games can't you show us lol

  • @Ramzy175
    @Ramzy175 10 месяцев назад +1

    You should explain everything step by step, I don’t have android studio setup, explain how to do everything!

  • @lildevilgamer
    @lildevilgamer 2 года назад

    In regards of Oculus Quest I'm trying to use it for VR preview in UE5 but with no luck. I can play steam vr games using virtual desktop but when I try to use VR preview in UE5 the editor window reacts to headset movement but in the headset I only see "Up next: 1.0.0.0" widget as if the game was starting up. Anyone has an idea how to solve the issue? I don't want to go for the whole build process just to check small changes.

    • @martinmenso6671
      @martinmenso6671 2 года назад

      are u using oculus software installed on desktop + live link? works for me

    • @lildevilgamer
      @lildevilgamer 2 года назад

      @@martinmenso6671 problem suddenly disappeared one day. Have no idea what fixed it. Maybe an update

  • @dougjohnson1517
    @dougjohnson1517 2 года назад +1

    Step #0: Pair your Quest 2 to your phone.
    And I can't even do that.

  • @agha809
    @agha809 7 месяцев назад

    Not work...bad advice

  • @videos40058
    @videos40058 Год назад

    your wasting so much time and go arround stuff that i should not even look at.

  • @dadricriggs
    @dadricriggs 11 месяцев назад

    I'm having this error, can you help please?
    cmd.exe failed with args /c "E:\SPArCS\SPArCS_VR\Intermediate\Android\arm64\gradle
    ungradle.bat" :app:assembleDebug
    PackagingResults: Error: cmd.exe failed with args /c "E:\SPArCS\SPArCS_VR\Intermediate\Android\arm64\gradle
    ungradle.bat" :app:assembleDebug

  • @ALHREERE
    @ALHREERE 2 года назад

    👍

  • @calebspykstra2997
    @calebspykstra2997 2 года назад

    This tutorial is super helpfull although no matter what I do I am still getting a build error
    UATHelper: Packaging (Android): ERROR: cmd.exe failed with args /c "C:\Users\cspykstra\Documents\Unreal Projects\VirtualTestGrounds\Intermediate\Android\arm64\gradle
    ungradle.bat" :app:assembleDebug
    PackagingResults: Error: cmd.exe failed with args /c "C:\Users\cspykstra\Documents\Unreal Projects\VirtualTestGrounds\Intermediate\Android\arm64\gradle
    ungradle.bat" :app:assembleDebug
    Any ideas on why this is happening would be amazing!

    • @Aurich88
      @Aurich88 2 года назад +2

      I'm getting this same issue. I think it has something to do with the JDK because "What went wrong" says "Could not initialize class org.codehaus.groovy.reflection.ReflectionCache" and googling that brings up JDK troubleshooting. I'm just about to clean install everything.

    • @GdnationNY
      @GdnationNY 2 года назад

      i was able to solve that issue with this video ruclips.net/video/prtgmeUUTu8/видео.html

    • @cincyswimmer513
      @cincyswimmer513 2 года назад +1

      @@Aurich88 did you ever find a solve to this?

    • @Aurich88
      @Aurich88 2 года назад

      @@cincyswimmer513 Yeah, I followed this guide: ruclips.net/video/cLveaVXOKKc/видео.html