Oculus Quest: Building Problems

I’m attempting to make my first build in Oculus Quest using the default VR MotionControllerMap from UE4. I’m getting a lot of problems, some which I’ve been able to solve using online resources. However, I’m stuck on the “Cook content for Android_Multi”. It gets stuck. It shows a log of “Missing cached shader map for material”. I am not sure if it is related to the waiting times. It is also important to mention that I selected cooking “by the book” because I saw a video of a guy from Oculus saying to chose that because the default service from UE4 would create problems with the Quest.

Any insights into how to build for the quest are welcomed

I’m using these two videos to guide me in the process:

Installing & Building to Android (AR, VR, Mobile) UE4 / Unreal Engine 4


Using UE4 to Develop for Oculus Rift and Oculus Quest | Unreal Fest Europe 2019 | Unreal Engine

Alright, after 30 minutes waiting on the “Missing cached shader map for material”, I start getting some warnings like this one. It is related to the avatar system that the Cculus team added so you could see your avatar. I imagine extra setup that is not explained in the video is required, or maybe they don’t work for the quest.

And, eventually, it fails, as shown in this picture. I did build the project as specified and set the default build target to be android. So I’m not sure what is happening.

For those interested, here is the Log file which is described above. Besides the general error message above, i was able to find this:

[link text][1]

ProcessResult.StdOut:
--------------------Build System Warning--------------------------------------- ProcessResult.StdOut: License is
invalid: ProcessResult.StdOut:
License information is invalid. Please
try reloading your license file using
the Coordinator Monitor application on
the Coordinator machine, or reinstall
IncrediBuild. ProcessResult.StdOut:
This build will run in standalone
mode.

I thought that this was my Android license, but I took a look and apparently it is all correct there.

Anyway, I found on the UE4 forums that I needed to uninstall something called “[IncrediBuild”][1], because its somehow being called. The license for that is $100+. I’m not sure how the default content from UE4 is requiring me to buy a $100 license for cooking. So I removed it. And this time I tried again, but with the “on the fly” launch. I get another set of errors. I’m not sure where to go from here. I guess I can try and remove the Oculus Quest Avatar system which seems to be mentioned in the log as not really working.

Any other suggestions?
I’m uploading the log if anybody feels curious on this one. I’m very sure others will start to encounter the same errors once they start developing for the Quest

281235-error2.jpg

[link text][3]

FYI, I’m a noob at this but have got my first app working on the quest last night. I got “IncrediBuild” for free as part of NVIDIA Codeworks. With this install and using the default Motion Controller map and everything worked,
This link showed me how:-