ismaViveVR Posted November 24, 2023 Posted November 24, 2023 Hi, I'm looking for help to be able to package an .exe for windows with Unreal Engine that works using Wave VR plugin. The package goes without errors but if I use Wave plugin it crashes when I click on the exe. If I disable the plugin and package the same project, the exe works as intended, but I need wave VR logic for mi app. Is there something i'm missing in order to do a windows exe while using Wave ? Any response is much appreciated ❤️
UnendlicheMoeglichkeiten Posted January 15 Posted January 15 Hey, Do you find a solution for this problem? I have the same issue and looking for a solution. 🌻
ismaViveVR Posted March 11 Author Posted March 11 Sorry I did not connect to the forums in a while, Looks like WaveVR is intended for the Standalone APK development, not for PC. So I had to move from WaveVR plugin to the ViveOpenXR plugin, which works on Standalone and on PC. I hope that can help you, sorry for the delay 🙂 1
nande Posted April 2 Posted April 2 same. i need to build a desk client so i ran into the same issue. i've managed to work-around this by calling this on GameInstance::Init UHeadMountedDisplayFunctionLibrary::EnableHMD(EnableHMD); and set enableHMD depending if this is running on android or editor also i needed to make sure to wrap any call to wavevr with a check for android. otherwise it crashes 😞 i wish this could be solved. though i rather get markers working on openxr so i can move to openxr.
nande Posted April 3 Posted April 3 I also needed to ensure that in the uproject file. the WaveVR plugin has the SupportedPlatforms tag set to Android only ,no win64 nor windows. that was critical.
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