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How to package a VR-Flat-Hybrid game for android?

I am trying to package my game for Android. What I mean with VR-Flat-Hybrid is, that the game can be played on a flat smartphone screen and with an HMD, like the HTC Vive. So I need to include things like SteamVRChaperone, which are not available for Android.

I had a different Error first. It was something along the lines of: "did not find SteamVRChaperoneComponent.generated.h".

I fixed that by adding "#if PLATFORM_WINDOWS" everywhere where I was using SteamVRChaperoneComponent or VRNotificationsComponent. But I want to support Playstation VR as well. Can I use "#if PLATFORM_WINDOWS || PLATFORM_PLAYSTATION" instead?

Now I get the Error below. I am guessing it occurs because I always add "SteamVR", "SteamVRController", "HeadMountedDisplay" to the PrivateDependencyModuleNames in MyProject.Build.cs. So how do I check if I am compiling for a SteamVR compatible system? Or at least where can I find information about the "UEBuildConfiguration"?

 MainFrameActions: Packaging (Android (ATC)): UnrealBuildTool: Performing 1 actions (4 in parallel)
 MainFrameActions: Packaging (Android (ATC)): UnrealBuildTool: [1/1] clang++.exe RobotDefenseCPP-armv7-es2.so
 MainFrameActions: Packaging (Android (ATC)): UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.12/Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Android/UE4-SteamVR-armv7-es2.a'
 MainFrameActions: Packaging (Android (ATC)): UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.12/Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Android/UE4-SteamVRController-armv7-es2.a'
 MainFrameActions: Packaging (Android (ATC)): UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.12/Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Android/UE4-SteamVR-armv7-es2.a'
 MainFrameActions: Packaging (Android (ATC)): UnrealBuildTool: clang++.exe: error: no such file or directory: 'C:/Program Files (x86)/Epic Games/4.12/Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Android/UE4-SteamVRController-armv7-es2.a'
Product Version: UE 4.12
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asked Aug 30 '16 at 12:33 PM in Packaging & Deployment

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AllJonasNeeds
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1 answer: sort voted first

As I assumed, the problem was the configuration of the MyProject.Build.cs file. I was able to successfully package my project with the configuration below. I wish there was more documentation concerning the Build.cs file. I still don't really know what the different platform options are in "Target.Platform" and I don't know what is inside the UEBuildConfiguration.

 public class MyProject : ModuleRules
 {
     public MyProject (TargetInfo Target)
     {
         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
 
         PrivateDependencyModuleNames.AddRange(new string[]
         {
             "HeadMountedDisplay", // VR
             "UMG", "Slate", "SlateCore", // UI
             "PhysX", "APEX" // PhysX
         });
 
         if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
         {
             PrivateDependencyModuleNames.AddRange(new string[]
             {
                 "SteamVR", "SteamVRController" // SteamVR
             });
         }
 
         // Uncomment if you are using online features
         PrivateDependencyModuleNames.Add("OnlineSubsystem");
         if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
         {
             if (UEBuildConfiguration.bCompileSteamOSS == true)
             {
                 DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
             }
         }
     }
 }

PS: The other question is still unsolved though: Can I use something along the lines of:

 #if PLATFORM_WINDOWS || PLATFORM_PLAYSTATION

?

PPS: I am now using

 #if (PLATFORM_WINDOWS || PLATFORM_PS4)
 #endif // (PLATFORM_WINDOWS || PLATFORM_PS4)

to exclude anything VR related. And I am using

 #if PLATFORM_WINDOWS
 #endif // PLATFORM_WINDOWS

to exclude everything related to SteamVR. (Valve, please add Linux support)

PPPS: I created a list of all the Target.Platform names I could find with a search in Visual Studio. so you can compare those names in your ProjectName.Build.cs file like this:

 if (Target.Platform == UnrealTargetPlatform.SomePlatformName)

  1. Mac

  2. Linux

  3. Win32

  4. Win64

  5. Android

  6. IOS

  7. HTML5

  8. TVOS

  9. XboxOne

  10. PS4

  11. WinRT

  12. WinRT_ARM

These are all the Names I could find.

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answered Aug 30 '16 at 03:12 PM

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AllJonasNeeds
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