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Oculus go not lighting sprites like viewport shows

I went through a lot of trouble creating a sprite sheet with some animations. I packed it up nicely and have a diffuse and normal map. I followed some instruction I found that says I needed to use defaultLitSprite material so that it would have a normal map slot. I set this up and I can see clearly in both the main viewport and in the flipbook viewport that the sprite has a normal map. When I hold "L" I can rotate a light around in the flipbook viewport and I can see the normals lighting correctly. However, when I launch to the go the model is flat and the normal are not responding. It is very clear that only the diffuse map is showing. What is going on?

Product Version: UE 4.19
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asked Aug 09 '18 at 05:38 PM in Using UE4

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avatar image ViceVersa Aug 15 '18 at 04:16 AM

I THINK that dynamic lighting doesnt work on oculus go. I might be wrong about that though

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