Building Gear VR arm64 project displays mono view on launch

I tried creating a new standard gear vr project as described in the documentation and Sam Deiter’s tutorial video, but I also tried building with arm64. It ran on my Note 5, but didn’t display the message prompting the user to insert the phone into the gear vr, instead it actually ran the game in mono view instead of stereo.

Also had an of issues with the build failing when switching between armv7 and arm64 after I had already built with armv7. To get it to work I closed the editor, deleted the Intermediate folder, and then it built normally.

EDIT: Just noticed this in the UE 4.11 release notes:

New: Add new GearVR libraries to exclusion list for ARM64, x86, and x64 architectures (libraries not supplied for these)
Maybe that is what is going on?

Hello MattOstgard,

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

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any settings that may be involved with this issue?

Hello MattOstgard,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

I’m struggling with same issue, so post should be reopened.
Blank BP project, mobile, Scalable 3D, no starter content.
Pretty much basic GearVR project setup: GearVR manifest checked, SDK version changed to 21, all unnecessary plug-ins switched off, Support arm64 checked, Support armv7 unchecked - project runs as standard mobile application with single screen view.
Same project with same setup but armv7 checked instead (default option) runs as intended in multi-view VR mode.

Hello ChiliLime,

Could you provide an example project that reproduces this issue so that I could take a closer look at how you have things setup? What device are you useing? What is the current OS being run on the device?

Hey, Rudy!
I’m using Galaxy S6 with Marshmallow 6.0.1 on it.
Test project is in the attachments.
Also, if both armv7 AND arm64 checked it won’t build at all with ‘Unknown error’. I’ve put Output log in the attachments as well.
Cheers!

Error log

Example project

confirming same issue as chili

BTW I’m using 4.14.3 engine downloaded via Launcher. I kinda have a conjecture about undocumented needing to build engine from GitHub.

The issue packaging that you mentioned above about having both armv7 and arm64 checked is a known issue. I have provided a link below.

Link: Unreal Engine Issues and Bug Tracker (UE-35351)

I would also like to make a quick check. Have you made sure that you have setup your OSIG file? I have provide a link to some documentation for more information.

Docs: https://docs.unrealengine.com/latest/INT/Platforms/GearVR/Prerequisites/

Yeah, OSIG, dev mode and everything are set up properly. In default armv7 mode projects are building flawlessly.

Could you make sure that you are using at least NDK r11c or newer as well as a minimum of android 21?

Here are screenshots of CodeWorks window with what I consider as usefull info. I’m using latest 1R5 version.

Also Android SDK setup in project settings.

122819-android_sdk_editor.jpg

Hello ChiliLime,

After doing some digging, this appears to be working as intended. ARM64 does not appear to currently be supported for Gear VR. As noted in the original post these libraries are not supplied. I hope that this information helps.

Make it a great day

Thanks Rudy! Too bad. I believe VR would’ve benefit from it like no other.

Best regards!

Do you know if there are plans to add ARM64 support so that Gear VR can run UE4 projects? I bought a Samsung S7 and a Gear VR HMD so that I could demo projects without a PC. Being able to hand someone a Gear VR HMD and have them experience a VR project is impressive and convenient. I hope you can let people at Epic that this is something developers want.