I've had success in building GearVR Unity demos, wasn't too bad. I just read that the UE4 4.7 preview has initial GearVR support. Does anyone have detailed instructions for building for GearVR for UE4.7? Where would I place the signature file in the project for example and are there any special settings I need to adjust before building the apk? (Besides lower draw calls in the project for mobile, etc) or do we need to wait for the next mobile SDK release to get started with this?
Instuctions added by Epic on this thread https://forums.unrealengine.com/showthread.php?53999-Gear-VR-support
Engine/Build/Android/Java/assets as being the correct location for Oculus signature file, also that only C++ projects are supported at this time. (But you can still use blueprints) can just add empty c++ class to to Project to convert it. Thanks patimpatan!
Update 01/29/15 if you don't want to wait for 4.7 release: Edit: The following didnt work for me, may has useful info if you need help. Here is original thread: http://www.reddit.com/r/oculus/comments/2th9fj/fixed_unreal_engine_4_gearvr_samsung_eigp20/ "
Here are MarcelBlanck's instructions:
...might be possible on preview, but I did it on the master branch. It should be possibe on promoted also, master was only a few commits ahead.
1. Make sure all Verions SDK, ANT, NDK are standard for UE4 and on PATH. So just let the the UnrealEngine/Engine/Extras/Android/tadp-2.0r8-windows.exe do it's job
2. Checkout the master or promoted branch
3. Open Visualstudio and build the whole Project with x64 | Development Editor
4. After that build one mor time but only UE4 by rightclicking on it and with target Android | Development
5. In the explorer go to UnrealEngine\Engine\Source\ThirdParty\Oculus\LibOVRMobile\LibOVRMobile_041
6. Execute the InstallVRLib.bat
7. Open your Project with the build Engine Editor and make sure it has the Project Settings > Target Hardware to mobile and scalable, under Input select Default Touch Interface and clear it (we do not want that sticks)
8. Enable the GearVR plugin!
9. In UE4 Editor, I have set the Project Settings> Andoid SDK paths correctly to the one you build the engine with
10. Go to Project Settings > Android > APK Packaging and set Minimum SDK version to 19
11. Go to Project Settings > Android > Advanced APK Packaging and add <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> (To bad they automated the Manifest production)
12. In the same category, a few lines below, add android.permission.CAMERA to the Extra Permissions
13. Check the rest of the settings is default, ES2 and arm 7 build selected
14. IMPORTANT - got to your Projects folder MyProject/Build/Android and create a folder named "assets" - put your downloaded generated Oculus signature file in that folder
15. Go to File > PAckage Project > Android > Android ETC2[/i]
I still had a crash with the FPS Template, the android debug log said the Crosshair Texture was null... wtf. I deleted it in the project and I was able to run it, and look around with my GearVR! So make sure you check your adb logcat output and find the exact reason for a the problem if you get a black screen - Mostly it will be near words like Exception ot WINDEATH
If you want full Samsung controller support apply the patch in the original post here. I will now start to check what kind of events the build-in touchpad and Backkey throw. I also need to know how to access the GearVR Main Menu and how to go to Oculus Home. So still some work to do. Then the development fun can begin."