[Gear VR] Release for distribution build fails — Oculus
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[Gear VR] Release for distribution build fails

motorsepmotorsep Posts: 1,367 Oculus Start Member

I haven't built for distribution since 4.13 (and back then it worked just fine)

Finally today I wanted to build my first alpha build for Oculus Home and ... it failed. Some Oculus lib is missing apparently (I've never seen this issue before). Here is output log:

https://drive.google.com/open?id=0BwE6dxM0O2PsVklkSEcwMF83dE0

I also filed a bug report with Epic: https://answers.unrealengine.com/questions/598530/gear-vr-release-for-distribution-build-fails.html

Comments

  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    @imperativity

    Any chance you guys can look into this? (I am using launcher version of UE4)

    Thanks
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    Just talked to someone who confirmed that Oculus fork doesn't have this issue. It's pretty sad that Epic's version always misses something :(
  • aussieburgerVRaussieburgerVR Posts: 202 Oculus Start Member
    Strange I can't build with the Oculus Subsystem plugin enabled on the Oculus branch but get a different error :(

    https://forums.oculus.com/developer/discussion/52197/gearvr-export-fails-with-online-subsystem-oculus-plugin-enabled#latest

  • brian_jewbrian_jew Posts: 62 Oculus Staff
    Strange I can't build with the Oculus Subsystem plugin enabled on the Oculus branch but get a different error :(

    https://forums.oculus.com/developer/discussion/52197/gearvr-export-fails-with-online-subsystem-oculus-plugin-enabled#latest

    I responded to that thread just now and adding my response here for visibility: we pushed a fix for exporting the plugin to GearVR eight days ago.  Thank you for bringing that bug to our attention
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    thanks @brian_jew

    Do you happen to know if 4.15.x will be getting it, or is the fix will be present only in 4.16 ? (launcher version)
  • brian_jewbrian_jew Posts: 62 Oculus Staff
    Sorry I don't know that.  The launcher version is all handled by Epic.
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    Wow, I am speechless... So apparently Oculus' 4.15.2 branch is incompatible with projects and plugins created in/for vanilla 4.15.2 o.O

    I finally built 4.15.2 from Oculus repo (unified), tried opening copy of my project (good thing I made a copy!), and Oculus' UE4 said my project was made with different version of UE4. Okay I said, convert it! And sure enough - FMOD was deemed incompatible, somehow Paper2D had bunch of issues too.

    So, at this point I can't make a build to be uploaded to my alpha release channel because vanilla 4.15.2 doesn't have whatever in needs to have to be built for distribution, and Oculus 4.15.2 unified is incompatible with FMOD for 4.15.2 among other things. "Great" !
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    @imperativity  @brian_jew

    I posted question to FMOD devs about the issue here http://www.fmod.org/questions/question/fmod-for-ue-4-15-doesnt-work-with-oculus-4-15-branch/

    (just in case you want to track it)
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    Sooo, FMOD asked me about error I am getting, so I decided recorded video of what happens when I load my vanilla 4.15.2 project into Oculus 4.15.2 unified branch:



    Pretty sad - this exact same project opens in vanilla 4.15.2 without saying it has missing or incompatible plugins.
  • aussieburgerVRaussieburgerVR Posts: 202 Oculus Start Member
    edited May 2017
    I guess your using the plugin in a blueprint only project? When using a 3rd party plugin with a source version of the engine it must be recompiled for your source engine, which requires a code project.

    One workaround I do which usually works is:
    1. Create a new blank C++ project with the source engine version I want to use for my BP project
    2. Copy the plugin into this new project and restart the project
    3. The engine should ask if you want to recompile the plugin - say yes
    4. Once it's done and opened the blank project you can copy the plugin from it to your BP project (after you have opened it once in the source engine version already)
    5. Now open your BP project and hopefully it now works with the plugin that has been compiled specifically for that compiled version of the engine from source
    If it still does not work on step#5 then try adding an empty C++ class to your project and then add the plugin to it afterwards and restart
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    Before you posted, I had to compile plugin in MSVC, which went well.

    I was finally able to load my project into Oculus UE 4.15.2 unified branch with FMOD and this morning I tried building it. Unfortunately, build failed too (different error this time):

    https://drive.google.com/open?id=0BwE6dxM0O2PscHZVdE02R01SNWs

     :( 
  • motorsepmotorsep Posts: 1,367 Oculus Start Member
    I got reply from Oculus support team that this is being worked on. The question is if 4.15.2 unified will get the fix or just 4.16, and how soon ?
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