Hi HTC Dev Community,
For this post, I'm hoping to receive some guidance on a current task. I'm in the process of making a Mixed Reality application with the Vive XR Elite using Unreal Engine 5.1 with the intent of having hand-tracking and wrist trackers as interaction methods. The project is initially using the Vive OpenXR Android Plugin as the back-end, but I deliberated on wanting to switch my existing project over from OpenXR to the Wave VR SDK (ver. 5.3.1 r2) as I wanted to make use of the DirectPreview functionality of the WaveVR library for debugging use.
For the process of transition, I disabled OpenXR and enabled WaveVR, additionally deleting any old nodes from my existing blueprints that originated from the Vive OpenXR Android plugin. The was able to compile on the .sln side (after deleting intermediate, saved and .vs files and regenerating VS files). After that, as a test, I wanted to package an android build and place the .apk in my headset using the SideQuest app (as I was able to do packaging and running the executable when OpenXR was running before so my Android SDK + NDK + java locations check out), but the project was unable to launch in my headset.
As a stress test, I downloaded the VRTestApp sample project from the Vive Wave documentation, did a package, and it was able to launch on my XR Elite. So maybe there is something missing from my project that the sample project has.
The question at hand being is there any critical from the project settings side that I may need to adjust in order to get an android package with the WaveVR plugin launching properly on my headset?
The screenshots below show my current project settings. p1 and p2 are my android settings, and p3 is my WaveVR settings.
Thank you so much for your time and I look forward your response at the earliest convenience
Best regards