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Materials not appearing in Oculus GO

Hello, I launched my project multiple times to Oculus GO and every time materials were missing, even though they are there in-editor. All my materials contain just a base color. Here's the in-editor view alt text

Here's what I see through Oculus GO: alt text

Does anyone know how to fix this? Thanks in advance.

Product Version: UE 4.19
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asked Jul 03 '18 at 03:02 AM in Packaging & Deployment

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MrStreakman
11 1 4

avatar image HaxO Jan 09 '19 at 07:16 PM

Did you ever figure this out? Having a similar issue now.

avatar image Andymation6 Feb 14 '19 at 02:51 PM

No Materials and lights when launching Oculus Go

I have the same problems with launching my oculus go.. I import my materials from substance source and build the lights. In my viewport everithing looks fine but when i launch my Go, all meshes are dark.

Hope somebody has experience with this kind of issues.

Thanks

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1 answer: sort voted first

If you switch your editor "Preview Rendering Level" (4.22 and above I believe) to "Android ES2, you should see similar results to what you're getting in the HMD.

alt text

To compile Android GLE Shaders, you need an offline/external compiler found here:

https://developer.arm.com/tools-and-software/graphics-and-gaming/graphics-development-tools/mali-offline-compiler

...and as demonstrated by toggling your material "Platform Stats" in the material asset window.

alt text

After you've downloaded the offline compiler, just input the file path in your editor preferences to establish the compiler connection and deploy as normal.

alt text

Finally, if all else fails...check your number of dynamic lights. Mobile devices have hard restrictions on the number of movable lights. If you exceed the max amount, all lighting will be lost.

alt text

More info on restrictions here: https://docs.unrealengine.com/en-US/Platforms/Mobile/Lighting/index.html

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answered Jul 09 '19 at 08:26 PM

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Bad Rhino Games
49 1 2 7

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