UE 4.10 project doesn't work on Gear VR

So I followed the documentation and built/deployed Gear VR project (default scene).

The only significant differences between docs and my results were extra .bat file in the build folder ( NoOBBInstall.bat, which I didn’t run ) and whooping ~3.5 hrs of build time o.O (hell, Unity builds much faster for Android)

Here is my log: http://pastebin.com/mUL3AKXp

When I ran the app from the phone, it asked me to insert phone into Gear VR, which I did. All I got was back screen. Nothing worked, not even back button.

Then I tried building with ETC2, after I built lighting and geometry. It went much faster than with ASTC.

I still get that black screen when inserting it into Gear VR.

So I tried running that NoOBBInstall.bat file for deployment. When I inserted phone into Gear VR, I saw jumbled white screen (looked like a stretched top/down stereo in mono) with UE4 logo, download progress bar and Pause Download button. Nothing else was happening.

Then I dug forums and found out that everything has to be in a single .apk, no OBB files. So I built it as a single apk too. Still, black screen.

I have 2 OSIG files (one for each phone I have here) in *\Epic Games\4.10\Engine\Build\Android\assets\

No idea what’s going on, and no help on forums. So I am filing it as a bug report.

Ook, got some progress - apparently I turned off Paper2D plugin. After I turned it back on, and rebuilt, I am getting the following message when in Gear VR (the app asks me to insert the device into Gear VR, which I did, and black room with blue floor loaded):

Thread priority security exception. Please make sure APK is signed.

As I mentioned, I already have 2 OSIG files where they belong.

I misplaced OSIG. Now that I placed it where it belongs it works. Solved!

Just like it’s described in the docs: …\Epic Games\4.10\Engine\Build\Android\Java\assets\

Where did you end up placing it? I am having the same issue…

I am experiencing this same thing right now with 4.9.

I have everything where it should be, I also get the “unmentioned” NoOBB .bat file. The regular .bat produces a black blank screen. The NoOBB produces the distorted U Logo…not sure what to do, anything else I may have missed? I’m learning directly from this link.

https://docs.unrealengine.com/latest/INT/Platforms/GearVR/QuickStart/1/index.html

I’ve deployed from Unity as well so I know it works, but want Unreal instead.

Thanks in advance!

Edit: I see this in the .bat cmd window when trying to deploy to the phone.

“…\Unreal\Gear Builds\Android_ETC2>C:\NVPACK\android-sdk-windows\platform-tools\adb.exe uninstall com.patricksurace.SuraceGear
Failure [DELETE_FAILED_INTERNAL_ERROR]”

I also have the OSIG in this location but still having no luck.

Hello caustics77,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. What version of the engine are you using?
  2. Can you reproduce this issue in clean project?
  3. If so, could you provide a detailed list of steps to reproduce this issue on our end?

Thank you so much Rudy!

  1. I am running Engine 4.9.2

  2. I created the test example from the link I posted above 2 different times to the same result.

  3. The link above posted by me is what I followed.

I have the Unreal Icon on my phone. I press it, It says “insert the phone into the headset” and it’s blank.

I am using Lollipop 5.1.1 and a Galaxy S6 Edge plus.

An update, today I’ve deployed two versions of the above link. Since I’m running Engine 4.9.2 I can create a C++ based or a Blueprint based project. The link above actually tells us about that in the beginning steps. I was hoping one would work over the other but that unfortunately was not the case. Also again, the .bat file that includes NoOBB in the file name produces the same result as the OP. I’m still trying :-).

I have a few more questions for you.

Additional questions:

  1. I have noticed that some people are reporting that it can take up to 30 seconds for the app to fully launch are their phones.Just to make sure everything is covered could you try again with this in mind?
  2. Have you made any changes to Mobile HDR?
  3. Could you provide the sample project that you are using so that I could take a closer look?
  4. Does this issue also reproduce on a late version of the engine such as 4.10?

I will absolutely try waiting longer. I’ve also installed 4.8.1 noticing that people have mentioned 4.9 caused it to stop working for Android Deployment. When I get back home I’ll look into trying it with 4.8 and 4.10.

Thanks so much Rudy!

Hey There Rudy,

No luck with Engine 4.8 as of yet either for me.

Same stuff…blank black screen once in the headset.

Hmmm…

-P

Hey Rudy,

I’m not having any luck still. I’ve downloaded multiple versions of Unreal, deployed a few different times and ways. Not sure what to do. Is there any further assistance I can acquire?

Thank you,

-P

Hi Caustics,

I’m helping Rudy with this one, but at the moment I don’t have a GearVR 2 to test with since it’s being used by another developer. I’ll have to wait for that to free up and I’ll be able to test on that device specifically.

In the meantime, are you able to package any projects for your device and launch, or is it just the GearVR projects not working?

Also, since the project is crashing or producing a black screen can you run logging for the Android Device so that I can see the logs from the device.

  • To get the logs you’ll want to make sure the device is connected to your computer.
  • Navigate to C:\NVPACK\android-sdk-windows\tools
  • Click and run monitor.bat
  • Now load the app on the device while connected to capture the logs.
  • Add a filter so that you will only see logs pertaining to the UE4 application running on the device. You can do this by clicking the + sign in the Saved Filters window, Give it a filter name, and under the by Log Tag put UE4|Debug. You should have something that looks like this now for the filter setup.

  • Once the application has crashed or stopped working, you can save these logs and upload them here.

Note: You will need to disable the need for the Gear VR headset to be used to launch the program. You can disable the need for the headset while in development mode by following the instructions here: Not Found | Oculus

Crazy thing. I got it working. After reading deeper and deeper I found out something that the tutorial link I posted above does not include but someone else has learned. In the steps for the “Project Settings” the check box for “Package game data inside.apk?” must be checked (in the tutorial it isn’t even mentioned). Once this was done I ran into the same scenario by using the .bat file that does NOT INCLUDE “NoOBB” in the file name.

As soon as I used the NO OBB .dat file with the “package into apk” settings ticked it all worked! The Tutorial link here…https://docs.unrealengine.com/latest/INT/Platforms/GearVR/QuickStart/1/index.html would benefit from having that included for others. Thank you all so very much for all your help!

-P