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[GO] After compiling, project does not start in headset (black screen)

SorciumGames
Explorer
I'm following this quick start guide:
https://www.elarasystems.com/deploy-ue4-oculusgo/

Which worked fine and I was able to see the demo scene in the Go. I did a few basic changes to the scene a few days later and tried running it in the headset with no such luck. I'm 99% sure there were no project setting changes or anything besides changes within the editor scene. 

The concerning line I'm getting when it finishes packaging is:
LogPlayLevel:   Warning: Activity not started because the  current activity is being kept for the user.

I'm not sure what this warning means or why it won't show my UE4 scene now. Any help is appreciated!

UE4: 4.20.3
Logs: Attached
7 REPLIES 7

Anonymous
Not applicable
Are you using asset bundles?  When I get a black screen with no errors it's usually a permissions issue on the asset bundle, where I have to go in and give read access to everyone on the bundles.  After that it'll work.  Just a shot if your setup is similar to mine.

SorciumGames
Explorer


Are you using asset bundles?  When I get a black screen with no errors it's usually a permissions issue on the asset bundle, where I have to go in and give read access to everyone on the bundles.  After that it'll work.  Just a shot if your setup is similar to mine.


I'm not familiar with asset bundles, so I don't think I am. Is there a place to check for asset bundle permissions?

Anonymous
Not applicable
@SorciumGames
I'm in Unity, so there might not be a similar feature in Unreal.  It's just a way to store levels or other app data on a remote server and then have the app download them at runtime.  It might not be related to unreal dev, sorry if it was a wasted of time.

andy_speirs_969
Protege
in unity, i get a black screen when i use anything other than the standard shader, going to download and try unreal also to test?

mouse_bear
Retired Support
@SorciumGames Thanks again for your patience with this.

To close the loop with anyone viewing this thread/experiencing this issue, the issue here is regarding the AndroidManifest.xml file. 

Some additional guidance can be found here: https://developer.oculus.com/distribute/latest/concepts/publish-mobile-manifest/

And here: https://wiki.unrealengine.com/How_To_Sign_UE4_Android_Package

If you have to resort to manually editing your AndroidManifest.xml, this may provide a bit more guidance: https://forums.unrealengine.com/development-discussion/android-development/48294-any-way-to-edit-the...

SorciumGames
Explorer
I was just about to post this, but it looks like I got Ninja'd!  😄

Thanks again for your help through this issue.

SorciumGames
Explorer
For those interested, the problem was with my AndroidManifest.xml settings and not signing my UE4 Android package.

Here is the article I followed to solve the issue:   
https://developer.oculus.com/distribute/latest/concepts/publish-mobile-manifest/