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Unreal Engine 4.7 preview GearVR signature file?

karrtoon
Expert Protege
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?

Update 01/31/15: Instuctions added by Epic on this thread https://forums.unrealengine.com/showthread.php?53999-Gear-VR-support He mentions
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

DONE!

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."
22 REPLIES 22

pittsburghjoe
Protege
erm, this is how it's done with Unity: http://www.reddit.com/r/GearVR/comments/2qcryc/step_by_step_guide_to_building_apps_for_the_gear/

not sure if that will help any
i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD

pittsburghjoe
Protege
http://www.reddit.com/r/oculus/comments/2s2bjk/vr_improvements_in_ue4_47_preview/
i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD

karrtoon
Expert Protege
Not Unity, but Unreal Engine 4.7. I am already able to build Unity GearVR content without any issues. Just want to see if anyone has been successful in building a GearVR project on UE4 4.7 preview 2. (A recent Epic dev video also said there was support added)

http://youtu.be/kbmDnqXoCXo?t=1h13m25s

pittsburghjoe
Protege
https://forums.unrealengine.com/showthread.php?53999-Gear-VR-support
i7 skylake, EVGA Classified, 2 EVGA 980 sc's, Thermaltake TR2 RX(1000W), 32GB DDR4, Win 10 on an SSD

cybereality
Grand Champion
You can get the signature on this page:

https://developer.oculus.com/tools/debug/
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karrtoon
Expert Protege
"cybereality" wrote:
You can get the signature on this page:

https://developer.oculus.com/tools/debug/


Yup, I already have the signature. I am just not sure how or where to place it in my UE4 project. All of the people on that Unreal Engine forum link pittsburghjoe provided seem just as confused. https://forums.unrealengine.com/showthread.php?53999-Gear-VR-support

Edit: I should be more specific, I try to import the sig file and it says "unknown extension" and won't let me.

dvddoe
Honored Guest
you have to go to Project Settings\Platforms\Android and click on open Manifest Folder;
in that folder ("project\Build\Android") create a folder named "assets" and copy your sig file in there
you also need to edit the android manifest and get this between the "application" tags:
<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>

after you deploy, it will ask you to insert the Gear VR; unfortunately the only thing you'll see it's a black screen; I wasn't able to make any of the games/templates actually work in VR

karrtoon
Expert Protege
"dvddoe" wrote:
you have to go to Project Settings\Platforms\Android and click on open Manifest Folder;
in that folder ("project\Build\Android") create a folder named "assets" and copy your sig file in there
you also need to edit the android manifest and get this between the "application" tags:
<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>

after you deploy, it will ask you to insert the Gear VR; unfortunately the only thing you'll see it's a black screen; I wasn't able to make any of the games/templates actually work in VR


Thanks, I'll see if I can at least get to the point where you are at and if I can get any further. I do have a popup window about missing android components when I try to build. I have everything loaded from android SDK manager and the tadp-2.0r8-windows.exe file is also loaded. Is there anything else I need to place in that manifest folder to get an APK to build?

dvddoe
Honored Guest
"karrtoon" wrote:

Is there anything else I need to place in that manifest folder to get an APK to build?

Nope, that should be it.
Just check the "\Engine\Binaries\Android" folder for the .apk and .so files.
If they are missing (or the Android folder is missing), you need to do a build with Solution Configuration = Developer and Solution Platform = Android