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Deploying to Oculus Quest Error, Missing Oculus Subsystem Module

RhysSulRhysSul Posts: 2
When I deploy to the quest from Unreal Engine, I get the following error: "LogModuleManager: Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null."

From what it looks like the module for the oculus subsystem is not being included with the package for android and I'm not sure why this would be happening.

My build.cs is setup as follows:
 PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        PublicDependencyModuleNames.AddRange(new string[]
        PrivateDependencyModuleNames.AddRange(new string[]
My .uproject file is setup as:
{"FileVersion": 3,"EngineAssociation": "4.22","Category": "VR Projects","Description": "","Modules": [{"Name": "KrazyKarts","Type": "Runtime","LoadingPhase": "Default","AdditionalDependencies": ["Engine","OnlineSubsystemUtils","UMG"]}],"Plugins": [{"Name": "SteamVR","Enabled": false},{"Name": "MagicLeap","Enabled": false,"SupportedTargetPlatforms": ["Lumin"]},{"Name": "OnlineSubsystemIOS","Enabled": false,"SupportedTargetPlatforms": ["IOS","TVOS"]},{"Name": "PerforceSourceControl","Enabled": false},{"Name": "PhysXVehicles","Enabled": false},{"Name": "OnlineSubsystemOculus","Enabled": true}],"TargetPlatforms": ["Android","WindowsNoEditor"]}

DefaultEngine.ini is setup as:

OculusAppId=[my app id]
RiftAppId=[my app id]
The oculus online subsystem is enabled in my plugins along with the oculus VR plugin, anything related to steam VR is also disabled.

Is there a way to explicitly ensure that the Oculus Online Subsystem is packaged with my project? I believe the issue is stemming from there 


  • SurelyExplodingSurelyExploding Posts: 1
    Hey, hope it's alright to bump this, but did you find a fix for this? I'm having the same issue.
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