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artijn

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  1. It's working again. One of the following might have resolved it: Refesh libopenxr_loader.so (Documentation Ch. 3.2 step 1). I might have overrun it when I performed the Verify option on the Unreal installation. Update Java to 1.8.0_351 (link in documentation Ch 4.1.3 refered to 1.8.0_202, if that matters)
  2. I still haven't been able to resolve the above issue. Initially I was able to successfully launch the APK on the device using Unreal 5.1. Then I made changes to the android configuration on my pc, a.o. running the SetupAndroid.bat for Unreal 5.0 and 5.2 preview. This included referring to version 8.0 for the Command-Line Tools, as per item 3 of documentation https://docs.unrealengine.com/5.1/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/ . The issue now only occurs for Unreal 5.1, UE 5.0 works fine. The issue also occurs when using a different PC. A factory reset of the VR device didn't resolve.
  3. Hello all, I'm encountering problems with running the Unreal VR template as stand alone app on my Vive Focus 3. Whenever I try to open a packaged .apk on the device, the app terminates and brings me back to the library, without any further notification. I followed all instructions provided in the documentation. https://developer.vive.com/resources/openxr/openxr-mobile/documentation/ The issue occurs both for Unreal 5.0 and 5.1 with the OpenXR plugin enabled. I can still successfully build android apps in Unreal 5.0 using the WaveSDK plugin. Is this occurring to more people?
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