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[UE] Windows EXE not working unless I disable Wave VR Plugin


ismaViveVR

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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 ❤️

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  • 1 month later...
  • 1 month later...

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 🙂

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  • 4 weeks later...

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.

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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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